TEXT: THE WAY OF THE DINOSAUR:
  CONVERTING PREDATION FOR 
  NUMENERA AND THE STRANGE
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  the Way of
  the Dinosaur
  INtRODUCTION
  Predation uses the same Cypher System 
  that underlies The Strange and Numenera. 
  Although all three settings have mechanical 
  differences, they share an identical core 
  resolution mechanic: all game difficulties are 
  rated from 1 to 10; characters use Effort, skills, 
  and assets to reduce that difficulty; and a d20 
  is rolled to determine success or failure. 
  As with other Cypher System games, each 
  character is composed of three parts: a 
  descriptor, a type, and a focus. Those three 
  parts can be assembled into a simple sentence 
  describing them, as for the character Junren: 
  “Junren (character name) is an Empirical 
  (descriptor) Tec (type) who Plays God (focus).” 
  That said, Predation provides an additional 
  element: your dinosaur companion. But 
  that doesn’t change the fact that most other 
  individual elements of the games are similar; 
  several descriptors and foci can be found in 
  two or all three settings (as well as in other 
  settings, like Gods of the Fall and Unmasked). 
  But even where types, creatures, cyphers, 
  descriptors, and foci differ the general form in 
  which they are presented, and the way they fit 
  into the game as a whole remain the same.
  This means that for the most part, it’s the 
  settings themselves that are truly different. Of 
  course, if you’re reading this, you likely already 
  know that, and it’s probably because you’re 
  interested in using Predation with either 
  Numenera or The Strange, or both. You are 
  familiar with Numenera and The Strange, right?
  WHAT IS NUMENERA?
  Numenera is a science-fantasy game set a 
  billion years in the future, where technology 
  is so advanced that it seems like magic. 
  Eight great civilizations have come and gone, 
  leaving their bizarre relics scattered about 
  the planet. Now, somehow, humans have 
  returned. They’re making a new world for 
  themselves amid the ruins of what’s come 
  before; they’re creating the Ninth World.
  WHAT IS THE 
  STRANGE?
  The Strange is a science fiction game that 
  postulates that there are otherworldly realms 
  where many Earth fictions—novels, comics, 
  movies, myths, and even RPGs— become 
  real. So you can travel to Sherlock Holmes’s 
  London, then to a place where rebels try to 
  save the galaxy from an evil empire, or to a 
  place where Lovecraftian horrors lurk at your 
  doorstep. As your characters adapt to each 
  new world each time, their equipment and 
  abilities change to match their new world, 
  which keeps things interesting!
  Credits
  Writer/Designer 
  Bruce R. Cordell
  Creative Director 
  Monte Cook
  Editor 
  Shanna Germain
  Proofreader 
  Elisa Mader
  Graphic Designer 
  Bear Weiter
  Cover Artist 
  Raph Lomotan
  Artists 
  Raph Lomotan 
  Anton Kagounkin Magdalina 
  Irina Nordsol 
  Lie Setiawan
  Monte Cook Games  
  Editorial Team 
  Scott C. Bourgeois, 
  David Wilson Brown, Eric Coates, 
  Gareth Hodges, Mila Irek, 
  Jeremy Land, Laura Wilkinson, 
  Marina Wold, George Ziets
  © 2017 Monte Cook Games, LLC
  Cypher System and its logo, Numenera 
  and its logo, and The Strange and its 
  logo are trademarks of Monte Cook 
  Games, LLC in the U.S.A. and other 
  countries. All Monte Cook Games 
  characters and character names, and 
  the distinctive likenesses thereof, are 
  trademarks of Monte Cook Games, LLC.
  Throughout this supplement, you’ll 
  see page references to various items 
  accompanied by one of four symbols. 
  In each, you can find additional details 
  about the item, place, creature, or 
  concept. It isn’t necessary to look up the 
  referenced items; it’s merely provided for 
  those who want additional information 
  on the topic.
   These are page references to the:  
   
  Cypher System Rulebook 
   
  Numenera corebook 
   
  The Strange corebook 
   
  Predation
  Jon Gislason - gislason1988@gmail.com - 259645
  
  PREDAtION COMES tO 
  NUMENERA AND tHE StRANGE
  3
  If you want to convert Predation to The 
  Strange and Numenera, read on.
  LOOT PREDATION
  Rather than incorporating Predation into 
  The Strange and Numenera in its entirety, 
  you could just loot the parts you like most. 
  In this case, Predation does not “coexist” 
  with Numenera and/or The Strange in 
  some connected cosmology. Instead, treat 
  Predation like a source book for new foci, 
  descriptors, special abilities, cyphers, and 
  artifacts to supplement your games of 
  Numenera or The Strange (and vice versa, of 
  course). 
  For instance, if you want to grab the 
  Predation descriptor Slick for your Numenera 
  game, go ahead; your Slick Jack who Leads 
  will work just great. Likewise, if you want the 
  Predation focus Plays God for a character 
  in The Strange, congratulations—your 
  Intelligent Paradox who Plays God in your 
  PREDAtION COMES tO 
  NUMENERA AND THE StRANGE
  game of The Strange is sure to find a way to 
  come out ahead.
  PREDATION AS A 
  STRANGE RECURSION
  The easiest way to use Predation in your 
  game of The Strange is to make the setting a 
  recursion—a fictional world that exists in its 
  own reality. 
  Recursors are always stumbling across 
  new recursions. The Estate might even 
  be aware of Grevakc (which is where and 
  “when” the setting occurs). To a resident 
  of the Grevakc recursion, the dark energy 
  network would probably be considered as 
  some as-yet-unexplained time anomaly.
  GREVAKC TYPES 
  AND COMPANIONS 
  IN THE STRANGE 
  The base types available for players vary 
  between Predation and The Strange. The 
  Strange characters are Spinners, Paradoxes, 
  The Estate, page 148 
  Intelligent, page 47
   
  Paradox, page 30
  Jack, page 40
  Leads, page 66
  Grevakc, page 66
  Slick, page 38
  Plays God, page 39
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  TRANSLATING OUT OF GREVAKC
  PC recursors with companions who translate 
  out of Grevakc lose access to that creature 
  (except under extraordinary circumstances 
  that you devise for purposes of advancing 
  the campaign arc). If the PC translates back 
  to Grevakc, the companion reappears with 
  no memory of having been parted from the 
  character. 
  GREVAKC FOCI AND DESCRIPTORS 
  IN THE STRANGE
  All the foci in Predation can be used when 
  playing The Strange. For the most part, all 
  the foci in Predation operate under the law 
  of Mad Science. That said, you could decide 
  that a given focus functions under Standard 
  Physics, or even Substandard Physics. For 
  instance, the Predates focus could just as 
  easily be modified to work with Substandard 
  Physics. In the end, of course, it’s the GM’s 
  choice.
  Likewise, all the descriptors in Predation 
  can be used when playing The Strange.
  GREVAKC CYPHERS AND ARTIFACTS 
  IN THE STRANGE
  In Predation, cyphers are conceived of as bits 
  of code embedded in the characters’ DNA, 
  transferred via time anomaly. In the wider 
  cosmology of The Strange where Grevakc is 
  a recursion, DNA-based cyphers normally 
  “precipitate” out to become actual items 
  that take on the context of the new recursion, 
  which might mean no change if translating 
  into another Mad Science recursion. 
  Unlike cyphers, artifacts do not normally 
  translate, and thus remain in Grevakc unless 
  a recursor uses an inapposite gate to leave 
  the setting.
  GREVAKC CREATURES IN THE STRANGE
  Dinosaurs are already endemic in many 
  recursions of The Strange because their 
  popularity in fiction means they’ve seeded 
  several recursions, going all the way back 
  to Edgar Rice Burroughs’s Pellucidar and 
  on up to the present. That said, most of 
  the dinosaurs in Grevakc are a class apart 
  from what we find in the fossil record. 
  Though some of the dinosaurs presented 
  work in Mad Science, Standard Physics, 
  and Substandard Physics recursions, the 
  and Vectors; Predation characters are Karns, 
  Tecs, Pteryx, and Osteons. That’s all right—
  it’s mostly a surface difference. Don’t get too 
  concerned about it. If your players started in 
  The Strange and have established characters, 
  there’s no reason those characters can’t 
  translate to Grevakc and continue to function 
  normally using the rules for their type in the 
  new setting.
  But what if you want to give PC recursors 
  the opportunity to gain a Predation 
  companion on their visit? That’s easy 
  enough. Simply allow them to make use of 
  the option to gain a companion as described 
  in Chapter 6, either as a consequence of 
  play, or possibly in exchange for one first-
  tier ability of the character’s type during 
  translation.
  GREVAKC RECURSION 
  ATTRIBUTES
  Level: 6
  Laws: Mad Science
  Playable Races: Human
  Foci: As presented in Predation, the 
  Cypher System Rulebook, and if 
  available, Expanded Worlds
  Skills: As presented in Predation and the 
  Cypher System Rulebook
  Connection to Strange: If someone 
  travels far enough, they’ll eventually 
  find themselves reentering the same 
  area from the other side, because 
  as a recursion, Grevakc is “closed.” 
  However, here and there cracks 
  sometimes allow creatures within to 
  escape into the dark energy network.
  Connection to Earth: Sometimes 
  time anomalies spring up that are 
  actually translation or inapposite 
  gates. However, unlike as might be 
  expected, they lead to present-day 
  Earth, not some far-future fictional 
  one. 
  Size: Estimates vary widely.
  Spark: 10%
  Trait: Sharp-Eyed. For any creature with 
  the spark attempting to search for 
  anything, the difficulty is modified by 
  one step to its benefit.
  Translation, page 125
  Chapter 6: 
  Companions, page 46
  Foci, page 90
  Skills, page 20
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  PREDAtION COMES tO 
  NUMENERA AND tHE StRANGE
  PREDATION 
  AND NUMENERA: 
  SAME UNIVERSE, 
  TEMPORALLY 
  SEPARATED
  Numenera’s Ninth World is set one billion 
  years in Earth’s future. Predation’s Grevakc 
  is set 65 million years in Earth’s past. In 
  this context, both settings exist in the same 
  universe, but are temporally separated by a 
  vast gulf of deep time. From the perspective 
  of a modern-day human, the Cretaceous 
  Period is an unknowable gulf. But to a Ninth 
  World human, an additional 65 million years 
  is a mere blip in the vast, inscrutable sea 
  of history that separates them from when 
  humans first walked the planet.
  To make the connection actual and not 
  merely philosophical, let’s assume that some 
  brilliant Tec on Grevakc manages to fashion 
  most gene-tweaked should probably remain 
  restricted to Mad Science recursions.
  As an alternative to using the creatures 
  exactly as they’re described in Predation in a 
  recursion of The Strange, you could decide 
  that they represent a class of creature that 
  some mysterious group (or even alien race 
  from somewhere else in the dark energy 
  network) has fashioned in order to colonize 
  other recursions, or even more dramatically, 
  Earth itself. In this case, inapposite gates (or 
  one central, very large inapposite gate) might 
  periodically dispatch increasingly dangerous 
  dinosaurs to act both as intelligence 
  gatherers and “shock troops” to shake up 
  society and cause institutions to eventually 
  fall (especially when the supersauri begin 
  to show up!), all as part of a first wave of 
  colonization from the mysterious group.
  The easiest way to “convert” Predation to Numenera is 
  to let them both exist simultaneously, separated not 
  by space, but by time.
  Supersauri, page 146
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  Ninth World newly colonized by Grevakc time 
  travelers) to gain Predation companions. 
  Simply allow them to make use of the option 
  to gain a companion as described in Chapter 
  6 of Predation in exchange for one first-tier 
  ability of the character’s type.
  GREVAKC FOCI AND DESCRIPTORS 
  IN THE NINTH WORLD
  All the foci in Predation can be used when 
  playing Numenera. No special rules or 
  special cases argue otherwise.
  Likewise, all the descriptors in Predation 
  can be used when playing Numenera.
  GREVAKC CYPHERS AND ARTIFACTS 
  IN THE NINTH WORLD
  Time anomaly–transferred cyphers are 
  obviously different from the standard odd 
  bits of prior world tech that typify cyphers in 
  Numenera. That said, there’s no reason you 
  couldn’t introduce both types of cyphers if your 
  game includes both settings. Cypher limits 
  still apply. Does that suggest some ancient 
  technological connection between both? That’s 
  a question whose answer is lost in the depths 
  of time (and maybe even time paradox).
  a time portal. The Tec is likely hoping to 
  reconnect with the era of their origin, but 
  of course they overshoot by about a billion 
  years, give or take. It’s up to you to decide 
  whether that time portal is a one-time 
  traversal that deposits an entire Grevakc 
  city and nearby areas into the Beyond; a 
  portal that remains open, allowing two-way 
  traffic; or occasional time anomalies that 
  begin to ripple across the Ninth World that 
  sometimes disgorge Grevakc explorers, or 
  allow Ninth World explorers to travel into the 
  deep past; or some combination of these 
  options.
  GREVAKC TYPES AND 
  COMPANIONS IN THE 
  NINTH WORLD
  As was true for The Strange, base types 
  available for players vary between Predation 
  and Numenera. In a blended game, your 
  player can choose types from either setting, 
  assuming you have a logical in-game reason 
  for them to do so.
  In addition, you could allow Numenera 
  characters who travel back to Grevakc (or 
  adventure for a long period in a region of the 
  The Beyond, page 174
  Numenera characters 
  are Jacks, Glaives, and 
  Nanos, as well as Seekers 
  and Glints.
  Chapter 6: 
  Companions, page 46
  Time anomaly, page 74
  Jon Gislason - gislason1988@gmail.com - 259645
  
  7
  PREDAtION COMES tO 
  NUMENERA AND tHE StRANGE
  GREVAKC CREATURES 
  IN THE NINTH WORLD
  If you’ve decided to connect the two settings 
  via time anomalies as suggested, then of 
  course creatures from one setting might be 
  found in the other, depending on the manner 
  of temporal connection you used. To the 
  average Ninth World human, the 10-foot-
  tall (3 m) feathered anzu or the horrific 
  12-foot-high (4 m) supersauri are just more 
  unexplainable but dreadful creatures that you 
  might encounter if you leave the safety of 
  your isolated city or clave.
  Even if you’ve gone with the “loot 
  Predation” option and just want to use some 
  of the creatures presented in the new setting 
  in your Numenera game without worrying 
  about the rest of the setting, not much other 
  context needs to be provided to make them 
  work. Predation creatures are already weird 
  and sometimes inscrutable. In particular, the 
  nerezza, which is bioengineered to be small, 
  silent, and apocalyptically deadly, will startle 
  PCs out of their preconceptions, and then 
  send them screaming in surprise and fear. 
  Which is exactly what a Numenera game 
  master wants when springing a new creature 
  on their players!
  In any case, for characters residing in the 
  Ninth World to gain (or regain) Predation-
  style cyphers, you’d have to introduce time 
  anomalies to the Steadfast and the Beyond, 
  at least in certain places. Which might be 
  fine for you. On the other hand, you could 
  devise some alternative way to refresh 
  Predation-style cyphers. Perhaps an artifact 
  that the players can either visit or carry with 
  them actually instigates a temporary time 
  anomaly.
  ARTIFACT:
  ANOMALY GENERATOR
  Level: 1d6 + 4
  Form: Small handheld device
  Effect: Creates a time anomaly 
  somewhere randomly (usually on the 
  ground, but not always) within long 
  range. The anomaly might appear 
  behind a wall or otherwise not be 
  immediately apparent to the user. 
  The anomaly lasts for up to an hour 
  and then fades.
  Depletion: 1 in 1d10; upon depletion, the 
  artifact creates one last anomaly and 
  disappears through it.
  Anzu, page 131
  Supersauri, page 146
  Nerezza, page 142
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SOURCE: textdata/thevault/Cypher System/Way of the Dinosaur - Converting Predation for Numenera and The Strange.pdf