Académique Documents
Professionnel Documents
Culture Documents
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP: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.
--
Normal Fey Denizens
--
Greater Fey Denizens
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
--
Normal Fey Denizens
--
Greater Fey Denizens
--
Normal Fey Denizens
--
Greater Fey Denizens