Phaya Beasts of BurdenPhaya 2 and 3’s tropical climates and moisture make them a perfect place for plant and animal life. The abundance of food has created a sub-Jurassic atmosphere for Naga to live in. Along with the snakoids, an amassment of wildlife breeds, both natural and introduced, have made the habitat their home, including enormous breeds of dinosaurs, birds, and other natural animals. These gigantic creatures have been acclimated into Naga culture as beasts of labor, instruments of war, and transpiration. Besides the introduced dinosaurs, below is a list of the most popular large breed animals who have been adapted into Phaya society. Each has there own unique characteristics that make them useful to everyday living on Phaya.
Gauthrogs (Gaw-th-RoGz) The Gauthrog is a member of the Suidae family and a native to Phaya. They are identifiable by the two pairs of tusks protruding from the mouth and curving upwards. The lower pair, which is far shorter than the upper pair, becomes razor sharp by rubbing against the upper pair every time the mouth is opened and closed. The upper canine teeth are of a squashed circle shape in cross section, almost rectangular. They are used for digging, combat with other Gauthrogs, and in defense against predators – the lower set can inflict severe wounds. Their heads are very large, with a mane down the spine to the middle of the back. Sparse hair and loose scales covers the body. Its color is usually red which becomes more vibrant during mating season. Tails are long and end with a tuft of hair.
In Phaya culture, the Gauthrogs are used both as mounts and hunting animals. There strong backs make them ideal for hauling heavy loads and their enhanced snouts make them perfect for trailing game. Gauthrogs are typically used by rangers, tradesmen and construction teams. Due to the Gauthrog’s inability to see in the dark, they are rarely taken out at night. Those who are tend to be mounted with light sources. Because of their large litters and capacity to eat nearly anything, Gauthrogs are very cheap on Phaya, and a very common animal behind the dinosaur.
Capital CostUntrained: 1000
Trained: 2500
Master-Breed w/ Training: 5000 (additional +1 to all skills)Special Equipment for GauthrogsTrunk Saddle (3000 capital) Because of the Gauthrogs strong back, a special saddle has been made that can carry a variety of different equipment pieces along the creature's sides and posterior. The saddle allows a user to carry more than basics, from items up to ten feet long, to a total weight of 1000 pounds.Agility 3D
Brawling 5D+2 (Scale 6), Running 4D+2
Strength 6D
Lift 8D, Stamina 6D+1 {Endurance +3D}
Knowledge 1+2D
Survival 3D+2
Mechanical 1D
Perception 3D+1
Search 4D+1
Technical 1D
Advantages:
Natural Weapon +1D, Improved Natural Armor (R2) +2D
Scale (C1 R2): Scale 6
Disadvantages:
Infamy (R1), Bad Reputation: The animal is looked at as a cheap and ungraceful mode of transportation
Quirk (R1), Filthy: These animals tend to be mangy, foul smelling and loud
Special Abilities:
Strong Back (Custom): Creature multiplies any rolls related to hulling equipment or passengers by 1.5
Enudrance (C1 R1): +3D to Strength & Stamina checks when performing physically taxing tasks
DicepoolsAttack:5D+2 (-6 scale)
Damage: 5D (+6 scale)
Running: 4D+2
Damage Resistance: +2D
Movement: 10
BODY POINTS: 24
Stunned (80-60%) 21-19
Wounded (59-40%) 18-13
Severely Wounded (39-20%) 12-7
Incapacitated (19-10%) 6-4
Mortally Wounded (9-1%)3-1
Dead: 0
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Whirneros (Were-Ner-Ra-SS) The Whirneros is the largest of the non dinosaur land mammals on Phaya. It has a massive body and large head, a short neck and broad chest. On the left and right sides of its forehead, the Whirneros has two horn-like growths. These are made of solidkeratin. It also has a noticeable hump on the back of its neck. Each of the four feet has three toes. The color of the body ranges from yellowish brown to slate grey. Its only hair is the ear fringes and tail bristles. Whirneros have a distinctive broad mouth which is used for grazing. Its wing like ears can move independently to pick up sounds from miles away. The audio passages which are responsible for hearing are larger than their entire brain of the Whirneros itself, and used to keep the herbivore safe.
Whirneros are heavily armored and dangerous when charging. They are lazy creatures and not typically used for long journeys, but make for great battle mounts or construction beasts due to their colossal strength. Their ability to hear the slightest details make them great scout creatures. Whirneros tend to prefer open grasslands, where they can live on their own for years. Their hides are resistant to most types of weather, though they tend to overheat in the sun if not given proper amounts of daily water.
Capital CostUntrained: 5000
Trained: 20,000
Master-Breed w/ Training: 30,000 (can remove "Lazy" negative quality)Special Equipment for Whineros"Battle-Saddle" (7000 capital) The Whineros are heavily armored, but their rider often is not. The "Battle-Saddle" allows the rider to take full cover behind a cylindrical shell (target can not be directly attacked, and only takes damage if the damage exceeds the armor value of the saddle). The user is protected by +2D of steel. The cylinder is covered in four micro-cameras that allow the passenger to have a 360 view (blind to what is above however). Fans inside keep the user cool enough to not overheat, though the interior is not made for extreme comfort.Agility 2D
Brawling 5D (Charging 6D){(Scale 10)}, Running 3D+2
Strength 7D
Lift 10D
Knowledge 1D
Survival 3D
Mechanical 1D
Perception 5D
Search 7D {Hearing Based +2}{Infravision +2 in the dark}
Technical 1D
Advantages:Size (C1 R3): 10 Scale
Disadvantages:Hindrance, Lazy (R2): +6 difficulty to any riding checks that involve physical exertion such as running, lifting, attacking
Achilles' Heel (R3) Environmental Incompatibility, Overheating: +1 difficulty modifier to survival or fatigue rolls when in warm environments
Special Abilities:Armor-defeating Attack (C2 R1), Horn: negates 1D of armor from anyone the creature attacks with its horn
Combat Sense (C3): Creatures senses danger. They are never surprised, rather the creature & their attacker must determine initiative as normal. Even if attacker goes 1st, any combat modifiers from the surprise are reduced by 2.
Enhanced Sense (C3), Hearing: Creature adds +2 for any search checks related to hearing
Hardiness (C1, R2), Brawny: +1 per rank (2) to damage resistance
Infravision: Can see changes in heat +2 to sight based rolls in dark conditions
Natural Armor (C3 R3), Thick Hide: +1D per rank to damage resistance
Natural Hand-to-Hand Weapon: Horn: +1D to STR damage when determining unarmed damage
Omnivorous (C2): creature gains nourishment from organic substances
DicepoolsAttack:5D or Charge 6D +6 (-10 scale), Charge (or "All-out" in book p.80) is an attack with no thought to the consequences. Increases chance to hit, but no other actions can be performed, not even to actively defend
Damage: 6D (+10 scale), Charge ("All-out") 7D (+10 scale)
Running: 3D+2
Damage Resistance: 3D+2
Movement: 10
BODY POINTS: 35
Stunned (80-60%) 28-21
Wounded (59-40%) 20-15
Severely Wounded (39-20%) 14-7
Incapacitated (19-10%) 6-3
Mortally Wounded (9-1%)2-1
Dead: 0
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Marrowkins (M-air-owe-kin-z) Marrowkins are a large breed that live on Phaya. They are believed to be a mix of both dinosaur and feline, though research has not unveiled how this procreation process could have taken place (some rumor that it is one of many Prometheus experiments). The Marrowkin’s most distinctive feature is their large skull. When full grown, the head can reach almost a third of the length of the entire animal. It bears a single horn on the snout, above its thin, bottle-like nose which is used for grabbing at fish and small mammals. Skin impressions from the specimen is covered in bristle-like structures, with fur covering the feet and tail. The bushy extremity that makes the tail is used for balance and to grab the attention of its mate.
Marrowkin are extremely formidable because it has both the distinct prominent features of both lineages. It can run at high speeds, take down prey nearly twice the size of it and has natural weapons all along its body. These armaments include its horn, gator like mouth, and vicious front paws. They are nocturnal and can see in the dark, though they work just as well in daylight. Because of their wily, nearly untamable temperament, the Marrowkin is very difficult to train, and gives the most trouble even after domestication. Many users die each year due to Marrowkin straying which can sometimes be a deterrent from purchasing one. They are great swimmers and tend to hunt near the boggy swamps of Phaya, as they can wade in waters for hours before tiring.
Capital CostUntrained: 3000
Trained: 15,000
Master-Breed w/ Training: This creature is impossible to train as a Master-BreedSpecial Equipment for MarrowkinsShock-Shoulders (2000 capital): These shoulder pieces go on the front of the creature and are directed towards specific nerves. Once per day, if the user fails their ride check for a specific command, they may activate the shock-shoulders to reroll their command to the stubborn Marrowkins. This new roll, no matter the result, is kept instead of the original. Anyone who critically fails their "reroll", is looked at as an enemy to the Marrowkin for 1D6 rounds, and attempts to dismount and eat their riders will be made by the Marrowkin. Agility 5D
Brawling 6D+1 {(Scale 6)}, Running 6D+1 (6D+2 w/ Skill Bonus)
Strength 5D
Lift 8D, Swim 6D (6D+1 w/ skill bonus), Stamina 5D+1 (5D+2 w/ Skill Bonus)
Knowledge 2D
Survival 4D (Swampish-Environments 5D)
Mechanical 1D
Perception 4D
Search 5D {Infravision +2 in the dark}
Technical 1D
Advantages:
Size (C1 R3): 10 Scale
Disadvantages:Learning Problems (C1 R1), Wiley: When character attempts to learn or improve a skill, they do so w/ +2 cost
Quirk (Rank 2), Wild-hearted: The creature is tough to manage. Any "ride" checks receive a -2 penalty
Special Abilities:Armor-defeating Attack (C2 R1), Horn: negates 1D of armor from anyone the creature attacks with its horn
Hardiness (C1, R2), Brawny: +1 per rank (2) to damage resistance
Infravision: Can see changes in heat +2 to sight based rolls in dark conditions
Natural Hand-to-Hand Weapon: Horn: +1D to STR damage when determining unarmed damage
Natural Hand-to-Hand Weapon: Claw: +1D to STR damage when determining unarmed damage
Hypermovement (C1 R1): +2 meters per round to base movement
Skill Bonus (C1 R1), Athletic: Running, Swimming, Stamina all get +1
DicepoolsAttack:5D or Charge 6D +6 (-10 scale), Charge (or "All-out" in book p.80) is an attack with no thought to the consequences. Increases chance to hit, but no other actions can be performed, not even to actively defend
Damage: 6D (+10 scale), Charge ("All-out") 7D (+10 scale)
Running: 3D+2
Damage Resistance: 3D+2
Movement: 12
BODY POINTS: 28
Stunned (80-60%) 24-19
Wounded (59-40%) 18-13
Severely Wounded (39-20%) 12-5
Incapacitated (19-10%) 5-3
Mortally Wounded (9-1%)2-1
Dead: 0
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Epoich (E-Pa-Sh) Epoich are a remarkable breed of creature with a distinct look and unique abilities. Epoich are extremely thin predators, usually colored white or grey, with rigid boney legs that have distinct gaping holes. The toes of the Epoich have a special adaptation that allows them to adhere to most surfaces without the use of liquids or surface tension. It also has a special secretion gland that allows them to absorb and excrete liquid to allow for maximum adherence to surfaces. Epoich are omnivores who eat both native plants that are poisonous to most breeds, as well as small mammals. They have adapted eyes that allow them to see from great distances, as well as heat within their environment. They eat vermin and plants, and avoid combat.
Epoich can only be used by light riders (Ullitors or heavily equipped species will cause the creature to collapse). Their specialized cells, chromatophores, contain pigments in their cytoplasm, that allows them to change color to match their environment. Dispersion of the pigment granules in the chromatophores sets the intensity of each color. When the pigment is equally distributed in a chromatophore, the whole cell is intensively colored, but changes because the cells get a message from the brain. This ability can be trained to be turned on and off with signals from the rider, allowing for a specialized tool that many hunters use to sneak up on prey. Epoich must remain in the warm environments of Phaya due to their warm blood and become ill quickly if taken into temperatures below tropical climates.
Capital CostUntrained: 10,000
Trained: 30,000
Master-Breed w/ Training: Add Sneak Skill +6DSpecial Equipment for EpoichCamouflage Reflectors (4000 capital): These side wings can cover the rider by activating it with an action. Upon use, a bio-plastic covers the rider. This covering is connected to the creature's flesh through medical trodes, and mimics the Epoich's camouflage, giving the rider the same bonus as the creature so long as it is using it's ability. Agility 4D+2
Acrobatics 5D (6D+1 w/ Acute Balance), Dodge 5D, Running 5D
Strength 4D
Lift 5D, Stamina 5D+1, Climb/Jump 6D (7D+1 w/ Acute Balance)
Knowledge 1D
Survival 3D
Mechanical 1D
Perception 4D
Search 4D+2 {5D+2 w/ Enhanced Senses)--(Ultravision: +2 bonus in dark), Hide 6D (8D w/ camouflage)
Technical 1D
Advantages:Scale (C1 R1): Scale 3
Disadvantages:Achilles Heel (R3) Environmental Incompatibility, Cold: Creature needs to be in warm environments. Exposure to cold causes the creature to take a +1 modifier penalty to all difficulties which increases by +1 per minute of exposure until creature is out of the harmful situation.
Special Abilities:Hypermovement (C1 R1): +2 meters per round per rank to base move rate.
Ultravision (C1 R1): Character can make the most out of the available light & gains +2 for site based rolls while in dark conditions
Camouflage (C3 R2): Character adapts to their environment colors, becoming transparent in appearance. This adds +1D (2D) per rank to dodge, sneak and hide totals. Also, no character may take an action to "spot" the camouflaged creature unless the game master feels there is sufficient provocation, such as brushing against others or rustling.
Skill Bonus (C1 R4), Acute Balance: The character gets +1 per rank (1D+1 total) to three related skills (Climb/Jump, Acrobatics, Sneak).
Adhesive Paws (Custom): Can use climb on vertical surfaces and ceilings without penalty
Enhanced Sense (C3 R3), Vision: Creature can see very well and gets +1 per rank (+1D) to all vision based search checks.
DicepoolsRunning: 5D
Damage Resistance: +0D
Hide: 6D, 8D w/ camouflage
Movement: 12
BODY POINTS: 25
Stunned (80-60%) 20-15
Wounded (59-40%) 14-10
Severely Wounded (39-20%) 9-5
Incapacitated (19-10%) 4-2
Mortally Wounded (9-1%) 1
Dead: 0
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Quellings (Ka-well-ing-z) Quellings are a natural breed of Phaya animals closely related to birds. They are long legged with both fur and feathers that cover their flesh. They do not have a beak, but two large incisors which it uses to catch sea life that hides within the muddy sands of the shore. Quellings have amazing vision which allows them to zoom in on prey. This eye site does not work at night, as the creature is unable to see in darkness. The animal can no longer fly, but is one of the quickest native species within Phaya. Some Quellings have been recorded to run as fast as 80 mph, though these top speeds can not be held for long. Quellings are typically used as messenger vehicles, as they have fast feet and are easy to manage. Quelings are usually trained just after they hatch and can be fully coached by year one. They are naturally flighty animals, and do not engage in combat unless absolutely cornered.
Capital CostUntrained: 1,500
Trained: 10,000
Master-Breed w/ Training: 20,000 (Additional 5 ranks of Hypermovement (+10 meters) Special Equipment for Quellings Aquatic Talon-boots (5000 capital) These light boots have buoyant fibers that allow the Quelling to run on the surface of water for a short amount of time. The Quelling can move at its full speed for up to 3 rounds before sinking into the water. Agility 5D
Acrobatics 5D+1, Dodge 5D+1, Running 7D (Straight-Lines 8D)
Strength 4D
Lift 6D, Stamina 6D {Endurance +3D}
Knowledge 1D
Survival 3D
Mechanical 1D
Perception 4D
Search 5D (5D+2 w/ Enhanced Senses: Vision)
Technical 1D
Advantages:
Scale (C1 R2): Scale 6
Disadvantages:
Quirk (R3), Flighty: Creature must make a willpower check to not run from combat w/ a +6 penalty to the difficulty {Difficulty based on GM's discretion}
Special Abilities:
Endurance (C1 R1): +3D to Strength & Stamina checks when performing physically taxing tasks
Enhanced Sense (C3 R2), Sight: +1 per rank to sight based search checks
Hypermovement (C1 R10) +2 meters per round per rank (+20) to base move rate
DicepoolsRunning: 7D, 8D if running in a straight line
Damage Resistance: +0D
Movement: 30
BODY POINTS: 25
Stunned (80-60%) 20-15
Wounded (59-40%) 14-10
Severely Wounded (39-20%) 9-5
Incapacitated (19-10%) 4-2
Mortally Wounded (9-1%) 1
Dead: 0