Predation
Predation
Predation
com - 254852
credits
Writer/Designer: Shanna Germain
Creative Director: Monte Cook
Managing Editor: Dennis Detwiller
Editor: Charles A. Conley
Proofreader: Ray Vallese
Graphic Designer: Bear Weiter
Cover Artist: John Petersen
Artists
Vincent Coviello, Dreamstime.com, Felipe Escobar, Inkognit, Anton Kagounkin, Guido Kuip, Kezrek Laczin,
Raph Lomotan, Federico Musetti, Irina Nordsol, Mirco Paganessi, John Petersen, Roberto Pitturru,
Sam Santala, Lie Setiawan, Joe Slucher, Tiffany Turrill
Cartographer
Hugo Solis
As we agree with the growing consensus that “they” can and should be used as a gender-neutral, singular English language pronoun when one is needed,
we have adopted that as the style in our products. If you see this grammatical construction, it is intentional.
Dedicated to Malcolm and Lois Germain. If I could travel back in time to spend another day with you, I would. ~Shanna
© 2017 Monte Cook Games, LLC. CYPHER SYSTEM 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.
Printed in Canada
Part 2: Characters 13
Chapter 3: CHARACTER CREATION 14
Chapter 4: CHARACTER TYPE 16
Chapter 5: CHARACTER DESCRIPTOR AND FOCUS 36
Chapter 6: COMPANIONS 46
Chapter 7: EQUIPMENT 60
ACKNOWLEDGMENTS and close the file. I figured that was everything that needed to be said.
During the making If you’re reading this book or playing this game, the chances are good that you agree
of this book, we with me, at least a little bit. I’ve thought dinosaurs were awesome since before I could
received invaluable remember. I do remember sitting in a theater in the spring of 1980. I’d only recently turned
assistance—directly
eight, and I was watching a story unfold on the screen that was blowing my young mind. It
or indirectly—from
the following people, was about princesses and laser guns and space ships. I couldn’t have loved it more. Except,
places, and things: suddenly I did. Because there, right in front of me, was a fuzzy white dinosaur, stomping
through the snow. And someone was riding it. And. And. And. My little dinosaur-loving
Ampersand heart was running wild. There were dinosaurs in space! I knew it!
Atlas Obscura It was only after the movie was over and I got my very own tauntaun toy (with the “open
Baal
Burke Museum
belly rescue feature,” natch) that I discovered that those creatures I was in love with weren’t
Carrie Cunn dinosaurs. That they were, in fact, some kind of hairy snow lizard. But that didn’t make me
Horizon Zero Dawn love them any less—nor did it stop me from bawling when one died or when it was sliced
Iced soy mochas open to serve as a shelter (hopefully I’m not giving away any spoilers here).
Kickstarter Other dinosaurs populated my childhood. I grew up in the era of Land of the Lost (the TV
Paleontological Research series, not the more recent movie) and wanted nothing more than to be the long-lost child
Institution
Radiolab: Dinopocalypse
of the Marshall family (despite the Sleestak, whose big black eyes poisoned my dreams
Rainbow Kitten Surprise for years to come). I had a beloved book called The Album of Dinosaurs, long lost now, that
Ray Bradbury showed intricate black and white images of dinosaurs roaring, holding eggs, and lying in a
Scrivener field of clover (at least, that’s how I remember it). And it probably won’t surprise you to hear
Skyrim that one of my favorite comics of the time was Shanna the She-Devil. I wasn’t entirely sure I
Stranger Things
knew what a she-devil was, but I knew what a Shanna was—except that this Shanna had real-
Sue the T. rex
The Expanse life dinosaurs in her life and that made her the kind of Shanna I wanted to be when I grew up.
The OA Dinosaurs as we know them have changed a lot since I was a kid. Those brown monsters
Third Place Books with tiny main brains and second brains in their tails that once filled my drawings and
Paleontologists daydreams are now feathered and rainbowed, cooing and cawing. We know so much more
DNA researchers than we did then, and it seems to me that every discovery is yet another reason to love these
Time-travel scientists
The entire Monte Cook
magnificent beasts that came before us and helped pave the way for us to be here today.
Games team Of course, Predation isn’t just about the dinosaurs that I’ve loved my whole life. It’s
also my love letter to science, aliens, and space operas. It’s my lust letter to lasers, time
And to every single one of travel, cybernetics, robotics, humanity, and so much more. Working on this game allowed
our Kickstarter backers. me to dawdle at museums and science centers, talk to scientists about dinosaur poop
You put the roar in our and giant spiders, and sit on the couch surrounded by a T. rex mug filled with coffee, two
uproarious. See page 185
for a list of playtesters
dozen books about dinosaurs and time travel, and a giant dog (who thinks she might be a
and contributors. dinosaur). It was one of the best creative times of my life.
I hope you’ll love playing Predation as much as I’ve loved making it.
For a list of additional So I leave you how I began:
recommended references
and resources, please see
DINOSAURS ARE AWESOME.
page 184.
Raise your tiny arms and shake your brightly colored tail feathers if you agree.
Chapter 1
FROM tHE FAR FUtURE
tO tHE ANCIENt PASt
“
Elza, you’ve got incoming. Better hurry.” supposedly abandoned time-travel lab that Elza
Dast could talk to her, from headset to was currently trying to break into.
earbud, but she couldn’t talk back. So As he watched the operatives, a close-in fuzz
he had no way of knowing if she’d heard him, of black appeared in his lenses, disappeared,
unless she gave him a gesture, and he didn’t returned.
dare turn his long-range lenses away from the “Vanta,” he hissed at the microraptor next to
operatives to check. him. “Back up.”
From his position in the treestand, Dast He felt her ruffle her feathers—a sure sign
could make out two… no, make that three that she was bored of sitting here, doing
operatives heading down the dirt path nothing—but she did as he asked. Miracle of
SATI, page 116 through the swath of thick jungle. SATI, from miracles. He loved the beast, but to say she
the look of the nautilus logo on their armor. was stubborn wasn’t doing her hard little head
The one bringing up the rear had a laser justice.
pistol—definitely SATI issue—and a young Adjusting his lenses—and ignoring the
raptor on a lead. The raptor’s feathers flicked smear that Vanta’s antics had put across his
with an orange bioluminescence each time it vision—he turned his gaze back to Elza. She
passed through a heavily shaded spot. Stolen? was still crouched in front of the panel next
Bioengineered by SATI for some unknown to the door. He couldn’t see her hands, but
purpose? Captured? With SATI, anything was he knew she was desperately working the
possible. fingerprint lock that would gain them access
Right now, the more important question to the lab. She needed another five minutes,
was: did the operatives know that Elza was maybe ten.
there? Their demeanor denoted more stroll She didn’t have that long.
than hurry, which was good. But either way, He lowered his voice and spoke slowly into
there was only one place to go in this jungle, the headset. “Elza, thumb up if you can hear
and that was toward the time-travel lab. The me. You’ve got maybe three minutes.”
No response from her. Shit. Think. on-shadow. A tiny button embedded in the
This was supposed to be an easy job. Break side of her beak blinked on and off. He kept
into an abandoned time-travel biolab. Steal her cybernetic elements turned off whenever
something called a volcanic predictor. Head he could; she was just too impetuous to run Volcanic predictor,
back to Saul and get their money. In fact, Dast around throwing sparks off her body. page 172
was up here keeping an eye out for the rexes “What do you say we buy her some time?”
that sometimes roamed these woods in packs. He pushed his fingerprint to the button,
That he’d see humans had never crossed his holding it there until it turned solid red.
mind. Instantly, Vanta’s black feathers crackled with
But the lab didn’t appear to be abandoned. the low hum of electricity. She let out a soft caw,
Saul forgot to mention there was a fingerprint spread her four wings, and launched herself
lock. And three SATI operatives in full gear were toward the operatives.
about to round the corner and give Elza a very “Show-off,” he said. Unlike Vanta and Elza,
unpleasant surprise. he was all organic. He’d have to get down the
A glance at the operatives showed that they’d old-fashioned way. Climb.
picked up the pace a bit. Had they seen her?
No, they were joking, laughing. Behind them,
the raptor popped its head up, alert, a giant
clawed foot flexing. Hunting stance. It was
looking toward the lab. The guy bringing up the
rear stopped, his eyes on the raptor, and said
something to the other two.
“She’s not going to make it, Van. They’re
going to ambush her.”
Dast dropped his lenses and glanced over
at the nerezza. She was all black, shadow- Nerezza, page 142
moons, planets, and even solar systems. But another hundred years of research, discovery,
those are just stories and myths from a time digging, and experimentation. How many new
not yet come, and they have little impact on species of dinosaurs, flying reptiles, insects,
your life now. and plants will be uncovered? What else will we
What does have an impact on your life are learn about the Cretaceous and its creatures
jungles and dinosaurs. Giant rivers and giant that we didn’t already know?
spiders. Volcanoes and approaching asteroids. When you start thinking about it that way, Don’t get too caught
Time anomalies and what’s left of Space it highlights all the ways the Cretaceous was up in “what’s real”
and Time, Interglobal (SATI), the company potentially very different from the image of when playing Predation.
that brought your ancestors back here. You it that we currently have in our heads. There Instead, focus on “what
could have been.”
know science—or know of science—and the are so many fossils we haven’t yet found and
Imagining both the
idea of cybernetic limbs, enhanced brains, so many creatures that were never preserved future and the past are
and augmented bodies is nothing out of the in the Earth’s records. For Predation, we used integral to the setting.
ordinary. Most people—and even animals— science and extrapolation to create a variety of
you interact with have had some kind of dinosaurs and other creatures that could have
augmentation. You probably do too. lived during the Cretaceous period, but that we
Your world, your whole existence, starts and just haven’t uncovered yet.
ends here (unless you are one of the lucky The second way in which it’s different is
ones who finds a way out of this time and into human interference. The very fact that time
the future—if the future as your parents or travel existed in the Cretaceous period has
grandparents knew it even still exists). changed it in ways that the inhabitants are
only beginning to understand. Time anomalies Time anomaly, page 74
flicker in and out of existence, storms known
as time terrors decimate entire areas, and just Time terror, page 74
HISTORY AND SCIENCE what was SATI doing there in the first place?
AS WE KNOW IT—AND And now humans have been there for more
There are some people
who do know what
AS WE DON’T than a hundred years, crossbreeding dinosaurs, SATI was doing there,
It would be easy to take what we (as players altering the landscape, and making changes but they’re few and
living in the 21st century) currently know about that could have lasting repercussions on the far between. GMs can
the Cretaceous period and make that everything future. find that information
we know of the world of Predation. In building the world of Predation, we started in Chapter 14: Running
But there are two important ways in which with known science—creatures, weather, Predation.
the Cretaceous of Predation is different than the plants, activities, and so on—that is currently
Cretaceous as we think we know it today. supported (or at least not contradicted) by
The first is new discoveries. Every day, fossil records and then jumped off from there,
scientists and paleontologists are discovering extrapolating things that fossil records (or
new species and learning new things about time travel, natch) might support in the future. See How Sciencey Does
dinosaurs. Just in the time that I spent writing This is also true of future tech. We studied My Game Need to Be?
this game, tons of scientific discoveries what scientists predict that databases, fabrics, on page 153
were made. We proved that many dinosaurs housing, electronics, medicine, and more might
definitely had feathers, some of which were very look like in the future, and used those as our
brightly colored. We learned that they might jump-off point into cool devices, armor, and
have cooed like pigeons. The first fossilized structures. On those rare occasions where
dinosaur brain was found. We found the first it came down to having to choose scientific
feathers preserved in amber. At least two or accuracy or great gameplay, we tried to always
three brand-new dinosaurs were unearthed. err on the side of great gameplay.
A fossil was discovered that increased the Feel free to do this in your own games. Start
likelihood of live birth among more creatures with what we already know, but don’t end there.
than previously thought. And so much more. Instead, consider what we might come to know
It was hard (but also delightful) keeping in the future and how humans might have
up with each new discovery in just the last mucked around with the past, and seed those
six months. Imagine what it will be like after into your game.
Chapter 2
PREDAtION BASICS
P
redation is an RPG setting designed for being chased by a twelve-ton active volcano
Cypher System rules, as presented in with anger issues!”
the Cypher System Rulebook. You’ll need
the Cypher System Rulebook to use the material You might have already guessed that there are
presented in this setting. dinosaurs in this game. Which is awesome.
However, Predation is a fully realized setting. However, dinosaurs are big, strong, dangerous,
Though it references rules, descriptors, and and very hard to kill. In game terms, they’re
foci presented in the Cypher System Rulebook, almost always high level, with a lot of health
it doesn’t require you to customize the types and Armor. They are a challenge to players,
presented there, or tailor the rules to fit even well-armed players (as they should be).
Predation, because we’ve done that tailoring Those who take on a herd of dinosaurs early
for you. The four new types—Karn, Tec, Pteryx, on are likely to get whomped on pretty badly, at
and Osteon—are built from the types in the least at first.
rulebook. Not only that, but many dinosaurs have
Upgrades, page 123 We’ve also added to and tweaked the been modded by humans—given upgrades
offerings in the Cypher System Rulebook to like cybernetic limbs, integrated weaponry,
further enhance the gameplay and experience or armor. That makes them an even greater
of Predation. The major additions and changes challenge, because every creature you
are listed here, as a basic resource to get you encounter, even if it’s two tyrannosaurs of
started. There is additional information on each the exact same size and level, probably has
of these in the appropriate section of the book. unique skills and different methods of combat.
So players can’t just coast by saying, “Oh,
it’s another raptor.” They have to expect that
DINOSAURS every time they encounter a raptor, or group of
“Who decided it would be a good idea to equip raptors, it might be a unique experience.
a triceratops with a flame thrower? It’s like
To offset that difficulty, every PC has their There are also options for gameplay without
own companion (usually a dinosaur of some companions, but the game is really designed Companions, page 46
type, but there are other options) that helps around the idea of PCs having a loyal (or
them in combat (and other situations as well). sometimes not-so-loyal) creature at their side.
Chapter 3
CHARACtER CREAtION
C
Tec, page 21 reating your character in Predation is In Predation, your character has one
similar to creating a character in any additional unique element: a companion.
Karn, page 17
Cypher System game. You start with
Pteryx, page 25 the simple sentence of “I am an adjective noun COMPANIONS
who verbs.” For example, you might say, “I am a Your companion—be it a dinosaur, an early
Osteon, page 30
Volcanic Tec who Plays God.” Or “I am a Savage mammal, or some other type of non-human
Cretaceous abilities, Karn who Self-Evolves.” creature—isn’t just a living thing that wanders
page 34 To build your character, you’ll want to around with you and occasionally runs into
Types, page 16 choose from one of the new character types for battle at your side. Instead, your companion is
Predation: Karn, Tec, Pteryx, or Osteon. Each of an important facet of your character. The type
Descriptors, page 36 these is designed to help you get the most out of creature you choose, the training you provide
Foci, page 39 of the setting and to enhance your experience. for it, and the enhancements it gains all change
In addition, there is a set of Cretaceous abilities the way your character moves through the
Companions, page 46 such as Discover Dinosaurs and Draw the Pack world, give them new skills and abilities, and
Creating your that are options for some of the types. can provide a framework for your character’s
companion, page 52 For your descriptors and foci, you can choose motivations and actions. As you increase in
from the options in the Cypher System Rulebook tiers, you work closely with your companion
Daring, page 36 or use the new ones created specifically for to increase their skills and abilities as well,
Empirical, page 37 this setting (or a combination of the two). growing together as a team.
The descriptor and foci sections of this book Having a table of characters with
Volcanic, page 38 include lists of recommended options, as well companions also changes gameplay in unique
Self-Evolves, page 43 as additional information on how to tweak the ways. In Predation, having a companion means
name or details to better suit the setting where that you will likely play your own character as
Predates, page 42 applicable. New descriptors include Daring, well as another player’s companion. Players
Walks With Dinosaurs, Empirical, and Volcanic. New foci include Self- can learn more about how that works in the
page 44 Evolves, Predates, and Walks With Dinosaurs. Companions chapter and there are tips for the
Chapter 4
CHARACtER tyPE
y
our character’s type is the core of Tecs are the scientists and experimenters.
who they are and how they interact Their weapons are knowledge and technology.
Character Type,
page 22
with their environment, with their They’re the ones building machines for fight or
companion, and with other living creatures they flight, conducting research on time travel and
encounter. It’s the noun in the sentence “I’m an dinosaur DNA, and saving the day at the last
adjective noun who verbs.” second with some obscure bit of technology
In Predation, characters can choose from or information. Their companions are often
Karn, page 17 one of the following four character types: Karn, trained to protect them while they work, or to
Tec, Pteryx, or Osteon. Each of these types help them in some other way.
Tec, page 21 is built from the types in the Cypher System Pteryx are explorers and wanderers, equally
Rulebook and has been adapted specifically to at home in the jungle or the city. They can
Pteryx, page 25
fit into a world filled with dinosaurs and far- track, trap, train, and trick almost anything.
Osteon, page 30 future technology. Characters can choose from They move among both dinosaurs and humans
abilities in the Cypher System Rulebook. In some with ease, and often have special relationships
tiers, they may also choose available abilities with other living creatures. Pteryx often choose
Cretaceous abilities, from the Cretaceous abilities list. companions that help them scout the land,
page 34 move through places quickly and quietly, or
attack their foes from afar.
TYPE BASICS Osteons are storytellers, historians,
Karns are the ultimate warriors of Grevakc. tricksters, performers, and soothsayers. They
They’re the ones you’re most likely to see are able to connect to the power of the time
running straight into the T. rex’s maw, taking on anomalies to play with time and sensory
multiple raptors in a single swing, or protecting details and connect to the power of personality
their friends from an incoming attack. They to talk to almost anyone. They often choose
often choose aggressive, well-outfitted dinosaurs that enhance their already-strong
companions to fight at their side. social skills, although others find it’s better to
have a companion who protects them in case Societal Role: Depending on a Karn’s
of danger. personality, they may take on the role of
protector and guard, keeping valuable
resources and individuals safe, or they may
KARN choose to live outside the community and
Karns are the human beasts of Grevakc. They become known as savs—the whispered name
take their cues from the destructive world for brutal Karns who pillage, destroy, and
around them—smashing, swinging, and murder at whim.
ravaging whatever comes between them and Advanced Karns: As Karns advance, their
their goals. They are more than fierce fighters— ferocity and skills increase, allowing them
they live for the moment when they can rise up to take down whole groups of predators by
against their greatest challenge yet, and come themselves or dispatch high-level members of
out bloodied and battered, but very much the opposing organizations.
victor. Some say that Karns are more animal Companions: Karns often bond with
than human, but no one complains about their companions that share their bloodlust.
ferocity in the middle of battle. At least no one Tyrannosaurs are common choices, but so are
on the same side as them. smaller, more lithe predators. Karns who feel
Individual Role: Karns believe every challenge secure in their battle abilities, but less so in
has a physical solution. They never back down other skills, might pair well with a companion
from danger, sometimes pushing onward even that provides benefits to social, sneaking,
at the risk of their own health and safety. or tracking skills, such as an alphadon or
Group Role: Most commonly, Karns take up pterosaur.
a position at the front of the pack, in the role of Background Connection: Your type helps
protection and leadership. Action, not strategy, determine the connection you have to the
is their forte, so they may benefit from having a setting. Roll a d20 or choose from the Karn
strategist or planner at their side. Background Connection table to determine
SATI, page 116 a specific fact about your background that BUILDING YOUR KARN
provides a connection to the rest of the world. A Karn is constructed primarily from the
Butterflies, page 118 You can also create your own fact. Warrior type described in the Cypher System
Pits of Pyrrhic, page 93 Rulebook. The Karn gains the option to choose
from most, but not all, of the Warrior ability
Genesix Fellowship, KARN STAT POOLS choices, plus some derived from select abilities
page 120 of other types and flavors described in the
Stat Pool Starting Value
Cypher System Rulebook.
Adoni, page 120 Might 10 In some tiers, Karns may also choose
Dupe, page 186 Speed 10 selected abilities from the Cretaceous abilities
Intellect 8 list. If available, these abilities are noted in the
Osteon, page 30 abilities sections for each tier.
You get 6 additional points to divide among At second and higher tier, a Karn can always
Kelaino, page 77
your stat Pools however you wish. choose an ability from a lower tier instead
Lassaboat, page 110 of adding one from the current tier, and can
replace one lower-tier ability with a different
Lassers, page 111 one from a lower tier.
Finally, a Karn with a companion has the chart, drawn mainly from the Warrior list,
option to choose companion abilities at each but occasionally from alternate types and
tier after the first, as noted below. additional flavors. Where those abilities
The full text of Cypher System Rulebook are not second-tier Warrior abilities, they
abilities is not replicated here. Please refer to are tagged in the chart. The Karn chooses
the Cypher System Rulebook for details on your only from the abilities on the chart, so the
ability and equipment choices. At each tier, a Warrior ability Reload is not available.
chart is provided that includes Karn abilities • All Karns have the option to gain a
available at that tier, plus abilities available from companion ability at this tier, as described
other sources, if any. in Chapter 6: Companions. If you’ve chosen Chapter 6: Companions,
not to have a companion, choose two page 46
FIRST-TIER KARN second-tier abilities instead of one.
You gain the abilities noted for a first-tier
Warrior, except as follows. Warrior, page 22
• All Karns have the Practiced With All
Weapons ability. Flavors, page 50
• All Karns choose from the special abilities
presented in the First-Tier Karn Abilities
chart, drawn mainly from the Warrior list,
but occasionally from alternate types and
additional flavors. Where those abilities
are not first-tier Warrior abilities, they are
tagged in the chart. The Karn chooses only
from the abilities on the chart, so Warrior
abilities such as Overwatch, Control the
Field, and Quick Draw are not available.
• All Karns start with a companion of their choice.
FIRST-TIER
KARN ABILITIES
Choose three abilities + Practiced With All First-tier Warrior,
Weapons page 24
Bash Block, page 39
Extra Edge
Danger Sense, page 59
Physical Skills
Practiced in Armor Muscles of Iron,
Swipe page 40
SECOND-TIER KARN
You gain the abilities noted for a second-tier
Warrior, except as follows.
• All Karns choose from the special abilities
presented in the Second-Tier Karn Abilities
FIFTH-TIER
KARN ABILITIES SCIENCE, NOT MAGIC
The Tec type is built primarily using the
Choose two abilities + companion ability Fifth-tier Warrior,
Adept type from the Cypher System Rulebook. page 27
Adroit Cypher Use Because Predation is not a world with
Greater Skill With Attacks traditional magic, a Tec’s abilities come Physically Gifted,
Improved Success from some combination of science and page 42
technology rather than from a magical
Jump Attack source. Bioengineering, cybernetics, gadgets, Vigilant, page 43
Mastery With Armor devices, far-future weapons, time anomalies,
Mastery With Defense and other sources are all viable options.
Physically Gifted (tier 5 Explorer)
geneticist—or they may dabble in many fields,
Protect the Herd (Cretaceous ability) Protect the Herd, page 35
generalizing across multiple branches. Tecs are
Terrifying Roar (Cretaceous ability) scientists, scholars, researchers, discoverers, Terrifying Roar, page 35
Vigilant (tier 5 Explorer) and tinkerers.
Individual Role: Tecs are science-minded—
deep thinkers, focused creators, and wild
SIXTH-TIER KARN experimenters. They move through the world by
You gain the abilities noted for a sixth-tier forging a solid path of knowledge and science.
Warrior, except as follows. Group Role: Tecs are best known for helping
• All Karns choose from the special abilities groups overcome challenges. Need someone to
presented in the Sixth-Tier Karn Abilities figure out how to unlock a biometric gunlock, a
chart, drawn mainly from the Warrior list, computer chip, or a genetic code? A Tec is often
but occasionally from alternate types and your best bet. Tecs who focus their knowledge
additional flavors. Where those abilities on the more destructive elements of science
are not sixth-tier Warrior abilities, they can be formidable allies in a fight.
are tagged in the chart. The Karn chooses Societal Role: In a world where science can
only from the abilities on the chart, so be the key to opening many doors—literally and
the Warrior ability Shooting Gallery is not figuratively—techs are both revered and reviled.
available. Those who share their love and understanding
• All Karns have the option to gain a of science know they can be strong allies or
companion ability at this tier, as described strong enemies, while those who eschew
in Chapter 6: Companions. If you’ve chosen science might find Tecs and their endless Companions, page 46
not to have a companion, choose two sixth- stream of knowledge to be discomfiting.
tier abilities instead of one. Advanced Tecs: As Tecs progress, their
knowledge and grasp of science moves
SIXTH-TIER far beyond what most people are able to
KARN ABILITIES understand or visualize. Their ability to create
Choose one ability + companion ability and manipulate things through science might Sixth-tier Warrior,
even seem like something otherworldly to those page 28
Finishing Blow
not in the know.
Magnificent Moment Companions: Many Tecs find creatures with Again and Again,
defense or combat skills to be useful allies in page 43
Slayer
battle. Thus, they might choose a Tyrannosaur,
Spin Attack
a Raptor, or an Ankylosaur. Others might prefer
Weapon and Body a creature that helps them stay hidden, keeps
Again and Again (tier 6 Explorer) an eye out, or otherwise aids in their pursuit
Dinosaur Slayer (Cretaceous ability) of knowledge, such as a Pterosaur or an Early Dinosaur Slayer, page 35
Mammal.
Background Connection: Your type helps
determine the connection you have to the
TEC setting. Roll a d20 or choose from the Tec
Through deep study, innate knowledge, or Background Connection table to determine
hands-on experience, Tecs are able to master a specific fact about your background that
science and technology in its many forms. They provides a connection to the rest of the world.
may choose to focus their skills on one branch You can also create your own fact.
in particular—perhaps becoming a renowned
FIRST-TIER
TEC ABILITIES
Choose three abilities + Knowledge Skills First-tier Adept,
page 30
Distortion
Onslaught Datajack, page 53
Practiced With Light Weapons
Decipher, page 39
Resonance Field
Scan Hacker, page 54
of adding one from the current tier, and can FIRST-TIER PTERYX
replace one lower-tier ability with a different You gain the abilities noted for a first-tier Explorer, page 38
one from a lower tier. Explorer, except as follows.
Finally, a Pteryx with a companion has the • All Pteryx have the Discover Dinosaurs ability. Flavors, page 50
option to choose companion abilities at each • All Pteryx choose from the special abilities
tier after the first, as noted below. presented in the First-Tier Pteryx Abilities
The full text of Cypher System Rulebook chart, drawn mainly from the Explorer list,
abilities is not replicated here. Please refer to but occasionally from alternate types and
the Cypher System Rulebook for details on your additional flavors. Where those abilities
ability and equipment choices. At each tier, a are not first-tier Explorer abilities, they are
chart is provided that includes Explorer abilities tagged in the chart. The Pteryx chooses only
available at that tier, plus abilities available from from the abilities on the chart, so Explorer
other sources, if any. abilities such as Decipher, Muscles of
Iron, No Need for Weapons, and Surging
Confidence are not available.
• All Pteryx start with a companion of their
choice.
FIRST-TIER
PTERYX ABILITIES
Choose three abilities + Discover Dinosaurs First-tier Explorer,
page 39
Block
Danger Sense Danger Sense, page 51
Endurance
Fleet of Foot, page 51
Extra Edge
Fleet of Foot Investigative Skills,
page 61
Knowledge Skills
Physical Skills Knowledge Skills,
page 61
Practiced in Armor
Practiced With All Weapons Overwatch, page 25
Trained Without Armor
Pierce, page 25
Danger Sense (tier 1 Stealth flavor)
Discover Dinosaurs (Cretaceous ability) Quick Draw, page 25
*Preselected
Stealth Skills, page 51
Fleet of Foot (tier 1 Stealth flavor)
Investigative Skills (tier 1 Skills and Tinker, page 54
Knowledge flavor)
Travel Skills, page 62
Knowledge Skills (tier 1 Skills and Knowledge
flavor) Understanding, page 46
Overwatch (tier 1 Warrior)
Discover Dinosaurs,
Pierce (tier 1 Warrior) page 34
Quick Draw (tier 1 Warrior)
Stealth Skills (tier 1 Stealth flavor)
Tinker (tier 1 Technology flavor)
Travel Skills (tier 1 Skills and Knowledge flavor)
Understanding (tier 1 Speaker)
Kelaino, page 77
BUILDING instead of adding one from the current tier, and
YOUR OSTEON can replace one lower-tier ability with a different Aeternologist, page 186
An Osteon is constructed primarily from the one from a lower tier.
Butterflies, page 118
Speaker type described in the Cypher System Finally, an Osteon has the option to choose
Rulebook. The Osteon gains the option to companion abilities at each tier after the first,
choose from most, but not all, of theSpeaker as noted below.
ability choices, plus some derived from select The full text of Cypher System Rulebook
abilities of other types and flavors described in abilities is not replicated here. Please refer to
the Cypher System Rulebook. the Cypher System Rulebook for details on your
In some tiers, Osteons may also choose ability and equipment choices. At each tier, a
selected abilities from the Cretaceous abilities chart is provided that includes Osteon abilities
list. If available, these abilities are noted in the available at that tier, plus abilities available from
abilities sections for each tier. other sources, if any.
At second and higher tier, an Osteon can
always choose an ability from a lower tier
FIRST-TIER
OSTEON ABILITIES THIRD-TIER OSTEON
First-tier Speaker, Choose three abilities + Time Tap You gain the abilities noted for a third-tier
page 45 Speaker, except as follows.
Aggression
• All Osteons choose from the special
Decipher, page 39 Encouragement abilities presented in the Third-Tier Osteon
Enthrall Abilities chart, drawn mainly from the
Knowledge Skills, Speaker list, but occasionally from alternate
page 40 Fast Talk
types and additional flavors. Where those
Interaction Skills abilities are not third-tier Speaker abilities,
Legerdemain, page 51
Practiced With Light and Medium Weapons they are tagged in the chart. The Osteon
Mental Link, page 57 Understanding chooses only from the abilities on the chart.
• All Osteons have the option to gain a
Premonition, page 57 Terrifying Presence
companion ability at this tier, as described
Decipher (tier 1 Explorer) in Chapter 6: Companions. If you’ve chosen
Time Tap, page 34 Knowledge Skills (tier 1 Explorer) not to have a companion, choose three
third-tier abilities instead of two.
Legerdemain (tier 1 Stealth flavor)
Mental Link (tier 1 Magic flavor) THIRD-TIER OSTEON
Premonition (tier 1 Magic flavor) ABILITIES
Third-tier Speaker, Time Tap (Cretaceous Ability) *Preselected Choose two abilities + companion ability
page 47
Accelerate
Gambler, page 52 SECOND-TIER OSTEON Discerning Mind
You gain the abilities noted for a second-tier Expert Cypher Use
Improvise, page 62 Speaker, except as follows.
Grand Deception
• All Osteons choose from the special
Inner Defense, page 52 Mind Reading
abilities presented in the Second-Tier
Wrest From Chance, Osteon Abilities chart, drawn mainly from Oratory
page 42 the Speaker list, but occasionally from Telling
alternate types and additional flavors.
Friend to Dinosaurs (Cretaceous ability)
Where those abilities are not second-tier
Friend to Dinosaurs, Speaker abilities, they are tagged in the Gambler (tier 3 Stealth flavor)
page 34
chart. Improvise (tier 3 Skills and Knowledge flavor)
True Companion, page 34 • All Osteons have the option to gain a
Inner Defense (tier 3 Stealth flavor)
companion ability at this tier, as described
in Chapter 6: Companions. If you’ve chosen True Companion (Cretaceous ability)
not to have a companion, choose two Wrest From Chance (tier 3 Explorer)
second-tier abilities instead of one.
your presence for about a minute. While equipment unique to you, you can learn the
blending in, you are specialized in stealth details of an anomaly’s cyphers (up to three)
and Speed defense tasks. This effect ends if without entering the anomaly. You can also
you do something to reveal your presence or choose whether to accept or reject these
position—attacking, using an ability, moving a cyphers upon entering the anomaly. You can
large object, and so on. If this occurs, you can spend 2 additional Intellect points to discover
regain the remaining period of effect by taking details about additional cyphers (2 Intellect
an action to focus on seeming innocuous and points per cypher). Action.
as if you belong. Action to initiate or reinitiate.
Protect the Herd (5 Might points): You drive
Fast Companion (4+ Intellect points): Your a foe of any size back from your friends and
words encourage a companion (yours or companions. Make an attack with a melee
someone else’s) to act more quickly. One weapon. In addition to inflicting damage,
willing companion you choose within short both you and the target move a short distance
range accelerates for one hour. The creature has together so you remain within immediate range
an asset on initiative tasks and Speed defense of each other. Action.
rolls. Instead of applying Effort to decrease
the difficulty of this ability, you can apply Effort Terrifying Roar (6 Intellect points): You perfectly
to affect more companions, with each level of mimic a dangerous dinosaur. All non-allies
Effort affecting one additional target. You must within short distance who can hear your
talk to additional targets to accelerate them. intimidating roar flee from you at top speed for
Action to initiate. one minute. Action.
Chapter 5
CHARACtER DESCRIPtOR
AND FOCUS
y
our descriptor is what defines your while a Driven Tec has the potential to make
character—it changes the way you amazing scientific discoveries. That said,
Driven, page 71 tackle every action that you take. Your the new descriptors provided here—Daring,
descriptor places your character in their current Empirical, Savage, Slick, and Volcanic—were
Descriptors, page 64
situation or adventure, and helps provide a designed specifically with Predation in mind,
Clever, page 67 sense of their motivations. It is the adjective of allowing characters to immerse themselves in
the sentence “I am an adjective noun who verbs.” the setting in unique ways.
The Cypher System Rulebook details fifty
Tec, page 21 descriptors. You can choose from any of the
descriptors there, regardless of type, or from NEW DESCRIPTORS
Osteon, page 30 one of the new descriptors presented in this
chapter. The Cypher System Rulebook selection DARING
of descriptors is robust and likely suitable for Sure, there’s probably a well-worn path
most players. A Clever Osteon would be a somewhere, but who cares? You’d rather go
your own way, break the rules, and not just
If you have Expanded Worlds, you could also push the boundaries, but pretend they don’t
choose from the following descriptors: even exist. You might be the mad scientist, the
Adroit trailblazer, the daredevil, or the wild storyteller.
Beneficent Whatever you do, you go your own way—and
Chaotic it’s everyone else’s loss if they don’t appreciate
Heroic the heights of your ingenuity.
Lawful You gain the following characteristics:
Relentless Innovative: +4 to your Intellect Pool.
Serene Try Anything Once: Any time you attempt
Young something that you’ve never done before and
1. You’ve been studying a topic for a long about saying, “Here I am!” and then fooling
time, and you think one of the other PCs has people anyway. You probably don’t care all that
some knowledge about said topic. much about the nautils you can snag from
2. You need to gather some additional pockets or the equipment you “win” in a game
materials for your research, and this seemed of pitfall. For you, it’s all about that moment
like a good way to get some. when you close the deal, pull the wool, or con
3. Someone told you an impossible story the conner.
about this area and you absolutely need to You gain the following characteristics:
see for yourself to prove them wrong (or Grey Matter: +2 to your Intellect Pool.
begrudgingly let them know they’re right). Skill: You are trained in all tasks dealing
4. You recently read something that with persuasion, bluffing, misdirection, and
suggested there was more knowledge in the deception.
world than that found only in a lab. You’d like to Skill: You are trained in all tasks involving
find out if that is true. manual dexterity, such as stealing, performing
sleight-of-hand, and lockpicking.
SAVAGE Sleight-of-Hand: Choose one non-combat
Savage characters can You are all id and no super-ego. Everything you trick, foil, or feint to be your specialty. When
be tricky in a group. do is a combination of rage, instinct, and some you use it successfully, you have an asset on
Characters who are all id impulsive, uncontrollable drive to hurt, maim, your next non-combat action. For example, you
have the potential to be and kill. Some are afraid of you, and rightly might choose a distracting card trick as your
abrasive, aggressive, and
so—once you start down a bloodthirsty path, specialty. If you successfully distract your foe
selfish. But every villain
loves a kitten—and every
you find it hard to stop. Others are more willing with the trick, you gain an asset on your next
Sav probably does too. to embrace your savage nature, having learned action, whether it be persuasion, pickpocketing,
A Sav can care for their how to stay out of your way and use your or something else.
family and friends with brutality to their advantage. All Brain, No Brawn: When you apply Effort
just as much intensity as You gain the following characteristics: when making a Might roll, you must spend 1
they can hate their foes. Brutal: +2 to your Might Pool. extra point from your Speed Pool.
Skill: You are trained in all tasks involving Additional Equipment: You begin the
intimidation and scare tactics. game with 2 extra nautils and one additional
Skill: You are trained in smashing and inexpensive object
breaking things. Initial Link to the Starting Adventure: From
Skill: Always ready for a fight, you are trained the following list of options, choose how you
in initiative. became involved in the first adventure.
Inability: Most of the time, people just get in 1. An old friend bet you that you couldn’t
your way. You have an inability in all pleasant bluff your way into a SATI compound. You lost
social interactions. that bet. Being here is part of your payment.
Initial Link to the Starting Adventure: From 2. One of the PCs helped you pull off a
the following list of options, choose how you con recently. You’re not sure if they did it
became involved in the first adventure. accidentally or on purpose, but you feel like you
1. In a recent battle, you attacked one of the want to learn more about them.
other PCs by accident. After you calmed down, 3. You beat one of the other PCs badly in a
you promised to protect them in their next game of pitfall. They asked you to come along
fight. and teach them some of your tricks.
2. You heard there was fighting to be had, 4. Sometimes you can just smell opportunity.
and you wanted in. And this bunch? They reek of it.
3. One of the other PCs saw you fight off a
group of raptors by yourself and asked you to VOLCANIC
come along. Most of the time, people would describe you as
4. You told everyone you were going to join, quiet and calm, a strong and steady presence
and no one said no to you, so here you are. that draws no attention to itself. But in truth,
you’re just biding your time, conserving your
SLICK energies, waiting for the perfect moment
You talk fast, you think fast, and you move fast. to take action. When you act, you act big,
You’re not the toughest, but in most situations, exploding into motion with power and grace.
you don’t need to be. And you’re not one of You gain the following characteristics:
those people who hides in the shadows like Explosive: +2 to your Speed Pool.
vermin or skulks around waiting to jump out Calm Before the Storm: Once per day, if
and attack passersby. Not you. For you, it’s all you take an action to meditate and clear your
mind, you can make a recovery roll on your next SCIENCE, NOT MAGIC
action. This doesn’t count against your existing As we’ve mentioned previously, Predation
recovery rolls. is a world that is full of science—some of
Sleeping Giant: When you forgo your action it very advanced, far-future science that
once in combat, you deal 5 additional points of doesn’t even exist in our current world—but
damage on your next attack (if it’s successful). If it is devoid of magic as we know it. Thus,
you forgo your action twice in a row in combat, when you encounter a focus that seems
you deal 8 additional points of damage on your to have magic as its driver, just turn it into
next attack (if it’s successful). Sleeping Giant can something that is science-based instead.
be used only once per combat encounter. For example, if you choose Controls Gravity
Inability: You’re not always the quickest on or Crafts Illusions, then instead of your
your feet, but that’s only because you’re taking abilities coming from mental or magical
in all the possible angles. You have an inability quirks, have them come from technology
in all initiative actions. embedded in your DNA or from a far-future
Initial Link to the Starting Adventure: From device that was brought back in time. It’s
the following list of options, choose how you okay if the science that you want to use
became involved in the first adventure. doesn’t exist today—as long as you (and
1. One of the other PCs invited you to come your GM) think it might have been invented
along, and you were so slow to answer that they or discovered within the next hundred or so
were already introducing you to everyone before years, it’s fair game.
you could say no. A character’s ability to tap into time
2. You’d been sitting still for too long and anomalies also provides a great scientific
were craving a bit of adventure. explanation for powers that might otherwise
3. You wanted to see more of the world, and seem magical.
this seemed like a great opportunity to do so.
4. You’re intrigued by the skills of one of the
other PCs and would like to learn more about No one builds, breeds, or blueprints new
them. species and creatures like you do.
You probably don’t care what you’re wearing,
as long as it has lots of pockets for your tools
FOCI and equipment (and sometimes for a baby
Focus makes your character unique. It gives creature who needs your body heat). Ideally, no two PCs in a
you benefits when you create your character Tecs often Play God, but it’s not uncommon group should share the
and each time you ascend to the next tier. When to find Pteryx and other types following this same focus.
you choose a focus, it gives you a first-tier path.
ability, a special connection to one or more of Connection: Choose one of the following.
your fellow PCs, and possibly some starting 1. Pick one other PC. You’d like to create a Foci, page 90
equipment. dinosaur companion for them, but you don’t
Focus is the verb of the sentence, “I am an know them well enough yet to know what they
adjective noun who verbs.” might like.
The Cypher System Rulebook details more 2. Pick one other PC. You suspect they are
than seventy foci, most of which would work put off by your interest in creating dinosaurs,
For a list of appropriate
for Predation without any adjustments. Others but you don’t know if it’s true and you’re foci, along with notes
can be customized, with your GM’s help, to suit nervous about asking them. on adjusting them to
your Predation character. 3. Pick two other PCs. You once overheard better suit the setting of
You can also choose one of the new foci them talking about how dinosaurs are created, Predation, see page 40.
presented here, which have been specifically and you were stunned by their general lack of
created for Predation. knowledge about the topic.
4. Pick one other PC. That person asked you
to make them a dinosaur. You said yes and took
NEW FOCI their nautils, but haven’t yet delivered on your Plays God GM
promise. Intrusions: Whoops,
PLAYS GOD Minor Effect Suggestion: You learn one that experiment went
wildly wrong. Your
Sure, you’ve got all your eggs in one basket— additional piece of information that is useful to
beaker breaks. Your baby
but that basket is a test tube and those eggs are your task. dinosaur escapes. You
going to grow up to be T. rexes. Your knowledge Major Effect Suggestion: Your plans worked spliced two genes that
of gene splicing, cloning, animal husbandry, so well that you halved the time they would you definitely should not
and other forms of creation is beyond compare. normally take. have spliced.
If you also have Expanded Worlds, you could choose the following foci:
Collects Bounties Learns Quickly
Explores Likes to Break Things
Figures Things Out Negotiates Matters of Life and Death
Finds the Flaw in All Things Revels in Trickery
Helps Their Friends Runs Away
Is Wanted by the Law Scavenges
level of Effort to increase the maximum level of 2. Pick one other PC. They woke you once in
the target. Thus, to splice a level 5 creature (two the middle of the night, and you accidentally
levels above the normal limit), you must apply injured them. You’re still not sure what they
two levels of Effort. The effect is permanent. were doing there while you slept.
Action. 3. Pick one other PC. You recently discovered
a secret about them. You’re not sure if they
Tier 5: Clone (5+ Intellect points). If you have know that you know.
the right tools (lab, serums, samples, and so 4. Pick two other PCs. You overheard them
on) and spend at least a week working on it, talking about you, but you couldn’t make out
you can clone a nonhuman creature (up to level the gist of what they were saying. You aren’t
5) that you have easy access to. You can apply sure whether to mention it or not.
a level of Effort to increase the maximum level Minor Effect Suggestion: The person you’re
of the target. Thus, to clone a level 7 creature talking to is so intimidated by you that they are
(two levels above the normal limit), you must dazed for one round, during which time the
apply two levels of Effort. The cloned creature difficulty of all of their actions is increased by
requires an additional week to reach maturity. one step.
Until that time, it is considered a level 2 Major Effect Suggestion: Your attack is even
creature (no matter its final level). Action. more ferocious than expected, knocking your
foe off balance and setting them up in the
Tier 6: Life Saver (6 Intellect points). If you perfect position for an ally to attack.
have the right tools and the ability to focus
completely for ten minutes, you can attempt Tier 1: Unnatural Selection. You gain +1 to
to bring a recently deceased nonhuman Armor and add either +1 to your Speed Edge
creature back to life. They must have died and 3 additional points to your Speed Pool or +1
within the last ten minutes, their body must be to your Might Edge and 3 additional points to
mostly intact, and they must have died from your Might Pool (choose either Might or Speed,
something that can be fixed with technology not both). Enabler.
(such as asphyxiation, heart stoppage, and Tooth and Nail: You are practiced in using
so on). This does not work for creatures that your enhanced body parts (teeth, claws, nails,
have been dead for more than ten minutes, tail, stinger, and so on) as a medium weapon.
nor for creatures that have been decapitated or Enabler.
otherwise had their bodies mutilated beyond
repair. (You should work with the GM to decide Tier 2: Sneak. You are trained in stealth and
if a creature can be revived.) Action. initiative tasks. Enabler.
Integrated Attack. You gain a +2 bonus to
PREDATES damage when using your enhanced body parts
Predates GM You’ve long dreamt of being the ultimate (teeth, claws, nails, tail, and so on). Enabler.
Intrusions: Sometimes predator and now you’re on your way to
being more than human achieving that goal. Claws and teeth are just Tier 3: Come Closer. Your melee attacks using
has real disadvantages. the beginning, thanks to advanced surgical your enhanced body parts (teeth, claws, nails,
Your claws or teeth sink
techniques, body modifications, and 4D tail, and so on) are modified by one step in your
in deeper than you expect
printing. Sure, everyone else can ride a favor. If you hit, you can grab the target and pull
and get stuck or break
off in a foe. Your new tail dinosaur or fight a dinosaur…but you? You can it toward you, preventing it from moving on its
causes you to lose your become a dinosaur. next turn. Enabler.
balance. You probably wear clothing that is specially
designed to quickly shift and flow around your Tier 4: Animal Frenzy. When you wish, while in
unusual physique. combat, you can enter a state of animal frenzy.
Those who Predate are typically Karns, for While in this state, you can’t use Intellect
obvious reasons, or Pteryx, who put their points, but you gain +2 to your Might Edge and
bodies to good use when traveling through your Speed Edge. This effect lasts for as long
the wilderness and moving among dinosaurs. as you wish, but it ends if no combat is taking
An Osteon who wants to create a stunning place within range of your senses. Enabler.
performance or present an intimidating
appearance might also choose to Predate. Tier 5: Weapon Mastery (4 Might points). When
Connection: Choose one of the following. using your enhanced body parts (teeth, claws,
1. Pick one other PC. You suspect they nails, tail, stinger, and so on) as a weapon, you
are either afraid of or disgusted by your can reroll any attack roll you wish and take the
adaptations, but you haven’t asked them. better of the two results. Enabler.
Tier 6: Integrated Attack Mastery. You gain +2 whether those parts are in your brain or your
bonus damage when using your enhanced body body. Once per day, you can take a rest as an
parts as a weapon. This bonus adds to the one action and repair your upgraded body parts. Self-Evolves GM
from Integrated Attack, giving you a total bonus Restore 1d6 points to the Pool that you chose Intrusions: The body is
of +4. Enabler. in Enhancements. (Points always go into that an imperfect machine—
Pool, up to your original limit. Does not count and becomes even more
so when you start altering
SELF-EVOLVES against your existing rests). Action.
it. Biotech stutters out
Through the magic of bioengineering, lab- or works too well for one
grown organs, and cybernetic additives, you Tier 2: Enhanced Observer. Thanks to your round. A piece of tech
have become something far better than human. enhancements, you are trained in listening, wears out at the wrong
Something smarter, faster, and more adaptable. perceiving, and spotting danger. Enabler. moment.
Call it neo-human, survival of the fittest, or
just bad-ass—whatever it is, you’re able to
exploit these superhuman skills to the fullest.
Your enhanced body parts might be visible
to everyone, or they might be changes at the
cellular level known only to you.
You might choose to wear an outfit that
shows off your assets or one that is designed
to hide them away from prying eyes. It’s also
possible that your abilities are powered or
somehow interconnected with your clothing or
equipment.
Many Karns choose this focus as a way to
enhance their physical prowess, but other
types find that enhanced motor skills and
coordination can be beneficial additions to their
tasks as well.
Connection: Choose one of the following.
1. Pick one other PC. You saved them from
a bad situation, but in doing so, you exposed
your adaptations, and you think you might have
freaked them out.
2. Pick one other PC. You knew each other
before you began altering yourself, but you’re
not sure how they feel about what you’ve done.
3. Pick one other PC. That person has asked
you a lot of questions about your abilities. Are
they nefarious or just curious? You’re not sure
yet.
4. Pick one other PC. You recently discovered
a secret about them. You’re not sure if they
know that you know.
Additional Equipment: You have a toolkit,
portable lab, or other item that you use to keep
your non-original, non-organic parts in good
working shape.
Minor Effect Suggestion: Your attack is so
well placed that it dazes your opponent.
Major Effect Suggestion: Human foes are
often surprised by your unique abilities. Your
foe is so stunned by your attack that they turn
and try to run.
Stalker. You are trained in all types of technology, and an uncanny understanding, you
movement tasks (including climbing, can communicate with dinosaurs and get them
swimming, jumping, and balancing). Enabler. to do your bidding, far more than you can most
people—and far more than most people can.
Tier 3: Weaponized. You have one light or You probably wear clothing that allows you a
medium melee or ranged weapon of your great deal of movement and doesn’t startle or
choice built into your body. You are trained affect creatures in a negative way. You might not
in this weapon (even if you are not trained in always smell the best to other humans, but you
other weapons of that type). The weapon is find that dinosaurs seem to like you this way.
concealed unless you wish to use it. Enabler. Although Pteryx frequently Walk With
Dinosaurs, this focus is also used by Tecs who
Tier 4: Adaptation. Your new enhancements work with dinosaurs as part of their research.
allow you to alter your body almost at will. Once It’s also useful to anyone who wishes to
per day, you can transfer up to 3 points between have a better, stronger connection with their
your Pools in any combination. Action. companion.
Connection: Choose one of the following.
Tier 5: Super Adaptation. Your new 1. Pick one other PC. They seem to be afraid
enhancements allow you to alter your body of some (most? all?) dinosaurs, and you’d like
almost at will. Once per day, you can transfer to offer your help.
Walks With Dinosaurs up to 5 points between your Pools in any 2. Pick one other PC. It’s unusual for you to
GM Intrusions: You combination. Action. want to get to know humans better—but this is
encounter a dinosaur one person you would like to learn more about.
you’ve never seen before Tier 6: Ultimate Fighter. You gain +1 to Armor, 3. Pick one other PC. They are having trouble
and that doesn’t respond +1 to all of your attacks, and +4 to each of your interacting with their companion, and have
to your abilities. You get three stat Pools. Enabler. asked you for assistance.
doused in something that
4. Pick one other PC. Every time you’re
makes you smell bad to
dinosaurs. A dinosaur WALKS WITH DINOSAURS working with a dinosaur, that person seems to
you’re interacting with You’re not so sure about other humans, but you set the creature on edge. You haven’t figured
gets spooked and injures and dinosaurs are like this. You just get them— out why.
you accidentally. and they seem to get you. Through training,
Minor Effect Suggestion: You study a you mean them no harm. Choose one type of
creature so deeply that you learn an extra detail dinosaur or nonhuman creature that never, ever
or bit of information about it. attacks you (they might still attack your friends
Major Effect Suggestion: Your interaction and allies, however). Enabler.
with the dinosaur goes so well that the creature
does even more than you ask of it or the effect Tier 4: Coordinated Effort. When you and your
lasts even longer. companion work together to accomplish a
single non-combat goal, you each get an asset
Tier 1: Kinesic (2 Intellect points). If you spend on your respective task. So, for example, if
one round reading the body language of nearby you’re trying to get into a heavily guarded place,
dinosaurs (including your companion), you you could have your companion distract the
gain an asset on interacting with dinosaurs for guard while you attempt to sneak past him, and
ten minutes. Action to initiate. you’d each get an asset on your tasks. You must
Read the Signs. You’re always watching the state ahead of time that you’re attempting to
creatures around you to see what they’re paying work together and what the goal is. Enabler.
attention to. You are trained in initiative and
assessing danger whenever you can see a living Tier 5: Creatures of Habit. You’ve studied
dinosaur in the vicinity. Enabler. dinosaurs for so long that you know more
about them than almost anyone else in the
Tier 2: Soothe the Dragon (2 Intellect points). world. You know how they think, move, act,
You calm a dinosaur (or other nonhuman hunt, and mate. You have an asset on all
beast) within long range. You may use gestures, non-combat interactions with dinosaurs (and
sounds, or words, and the dinosaur must be dinosaur-like creatures), including healing,
able to hear and see you. It remains calm for tracking, and communicating. Enabler.
one minute or for as long as you focus all your
attention on it. Action. Tier 6: King of Beasts (6 Intellect points). With
Close Companions. You spend a lot of time words, sounds, or gestures, you can calm up to
with your companion, more so than most three dinosaurs and dinosaur-like nonhuman
people, and you have a tight bond. You have beasts within long range. You keep them calm
an asset on all of your interactions with your for as long as you focus all your attention on
companion. Enabler. them, using your turn reach round. It’s a single
action (and a single roll) to initiate the effect on
Tier 3: Call to Aid (3 Intellect points). With the group of creatures.
a few words and gestures, you can request
assistance from a dinosaur within long range
of you. This assistance can come in the form of
a distraction, a shield, an attack, intimidation,
or any other simple task that the creature could
feasibly do. The creature must not already be in
combat with you. Action.
Friend to Animals. You have been kind to
animals your whole life, and they know that
Chapter 6
COMPANIONS
A
s he worked, Reuven ran his hand It was some kind of trap. But who? They’d
over the long, dappled neck of his figure it out later. Right now, they had to move.
companion. Kleo leaned into his touch If he could patch up Blitz and keep him stable,
even as she continued to sweep her big head then Kleo could carry the three of them to
along the damp ground. He could tell from her safety.
low snorts that she wasn’t finding anything. He grabbed his med kit and started running.
His tracker had said there was a time
anomaly here, a big one, so why couldn’t they
find it?
“Anything on your end?” he asked Eustis. She
Characters are not was wearing a complicated device across her All characters start with a level 2 creature
required to have a eyes that let her see everything that Blitz, her companion. As part of character creation,
companion. Instead, microraptor, was seeing as it flew above them. you’ll choose the type of companion you want
they may choose to take She shook her head and pulled the device your character to have (which will, in turn,
additional tier abilities as
from her face. “Nothing. What’s going on? Do provide your companion with stats such as
described in Chapter 4:
Character Type, page 16. you think your tracker was wrong?” health and armor) and choose a disposition
“Maybe.” that describes your companion and helps
From above them came the call of Eustis’s expand their personality. You’ll also want to give
microraptor. A shadow passed overhead. And your companion a name, a description, and a
then a dark shape was dropping out of the sky background.
toward them. Your companion has the starter statistics
Before Reuven could react, Eustis was listed on the appropriate chart. Your companion
running toward the shape, arms outstretched. acts on your turn, and another player makes
She caught the microraptor as it fell, and the rolls for it during combat, interactions, and
Playing companions, weight of it brought her to her knees. other actions. See Playing Companions for
page 49 “He’s been shot!” she said. additional information.
COMPANION BACKGROUND
There are any number of ways for a character to gain a companion, including purchasing, capturing, and creating one.
Decide how your character and their companion become a pair from the options below (or come up with your own).
COMPANION BACKGROUND
Roll 1d20 on the table below to determine your companion’s background or choose from the following options. Alternatively,
you can make up your own story for how you gained a companion, using any of the options from Losing and
Gaining Companions.
Roll Background
1 Your parents breed and raise dinosaurs, and they gave you this one as a gift to congratulate you for a recent accomplishment.
2 You saw that the creature was being mistreated by someone, and you plotted a way to steal it from that person
and set it free. You weren’t expecting to become so attached.
3 You only recently captured your dinosaur in the wild and started training it. Things seem to be going well, but the
two of you are still feeling each other out.
4 You won your companion in a game of chance. It wasn’t the prize you were hoping for at the time, but in the end
you’re happy it turned out the way it did.
5 You picked up your companion by accident on your travels. You realized you were being stalked and decided to
confront your stalker head-on. Once you convinced the creature that you weren’t food, you became fast friends.
6 You spent the better part of a year hunting down the perfect companion before you finally found your current
companion. The two of you have been inseparable ever since.
7 Your friend created your companion for you in a biolab. You got to watch it grow from a tiny speck of nothing into
the healthy creature it’s become today.
8 You adopted your companion from a dinosaur rescue shelter. You have no idea what its background is, but it
always seems grateful to you for giving it a home.
9 You left your house one morning to find a creature standing by your front door, almost as if it was waiting for
you. When you left, it followed along behind. It’s been there ever since.
10 You found your companion wandering deep in the jungle. The young creature was hurt and scared. You slowly
nursed it back to health.
11 You used to work in a secret research facility. The conditions were so horrible that you and a few others tried to
free the animals, but you were caught before you could execute your plan. Your companion was the only creature
that you were able to rescue from the facility.
12 This companion—or at least its near-clone—has been passed down in your family for two generations. If you have
kids, your parents expect that you’ll have near-clones of your companion made to pass along to them as well.
13 Someone gave the dinosaur to you as a gift. You have no idea who it was, so you’ve never been able to thank
them for it.
14 When you were younger, someone with a grudge came after you and tried to kill you. You killed them instead,
only later realizing that they had a companion with them. You weren’t sure what to do with the creature, so you
started feeding it. Now it’s yours.
15 You worked and saved for a long time and were eventually able to purchase the exact creature you wanted from
a traveling vendor. The vendor made you promise that if you ever wanted to give your companion up, you would
find them and return it to them.
16 The creature once belonged to your lover. When the two of you split, it seemed to want to come with you instead.
It’s been your companion ever since.
17 You found an egg in an abandoned nest and took it to a scientist that you know. Miracle of miracles, they were
able to hatch it.
18 You worked at a dinosaur ranch for a few years. When you left, the owner thanked you for all your hard work by
offering you one of the young dinosaurs of your choice.
19 Your companion was originally destined to be a dino wrestler, but it turned out to be horrible at the sport. Its
wrestling trainer let you have the creature for a steal.
20 The first time the two of you met, your companion tried to kill you. You were able to calm it, and eventually the
two of you called a tenuous truce. You hope it lasts.
Chiaki: I want to sweet-talk that guard and Chiaki: *gasps* What a jerk. Rhyme, cover your
convince him that I have permission to be here. ears!
I’m trained in positive social interactions. But
first, I’ll ask Rhyme to use her Look at Me ability GM: Do you say that out loud?
to distract him a bit while I’m talking to him.
She’s got those new laser-lights embedded in Chiaki: No. But I think it really hard on the
her fur. That’ll distract him for sure. inside. On the outside, I just smile and nod
back.
Curious, page 58 Rhyme is a Curious Alphadon and has the ability
Look at Me, which allows her to distract a foe, GM: Okay, so you and the guard strike up a
Alphadon, page 55 dazzling it for one round. conversation. You don’t get the sense that he’s
going to hand over the keys to the compound
Look at Me, page 56
GM: Okay, Chiaki, let’s see if Rhyme agrees to or anything to you quite yet, but you also don’t
give you a hand. The interaction is a level 3, so think he’s going to kick you out right away.
you’ll need to roll a 9 or higher.
However, just as you might be thinking of
Chiaki rolls a 7. breathing a sigh of relief, you see there’s
another guard coming around the side of
Dekan (playing Rhyme): Ha, I’m too curious building. She has her weapon drawn. Dekan,
for my own good. I hear Chiaki saying “do this you recognize her as the guard you interacted
thing,” but I see movement behind the guard with earlier. She’s coming straight for you. Make
and run off to see what’s going on back there. an initiative roll.
Chiaki: “Rhyme! Wait, Rhyme! Again? Ugh… Dekan: First, I’m going to see where Figaro is.
she’s never here when I need her.” I think he’s flying circles right above me. Is he
close enough to help me out?
GM: All right, Rhyme has gone off and done
Vigilant, page 59 her own thing, leaving you on your own. Tell me Figaro is a Vigilant Pterodactylus. Being Vigilant
what you say to the guard and give me a roll. provides an asset to Dekan’s initiative whenever
Pterodactylus, page 55 Figaro is within long range. Because it’s an asset,
Chiaki: Well, since we both just watched Rhyme there’s no need to make a roll to see whether it
wander off after I asked her for help, I’m works. As an enabler, it also doesn’t use up the
going to throw some sadness at this guard. companion’s action.
“Companions, eh? They’re never there when
you need them. Breaks my heart. You want to GM: He is. The guard is level 4, so normally
buy an alphadon cheap, pal?” you’d need a 12 to beat him, but with Figaro’s
help, you only need a 9.
Chiaki rolls a 12.
Dekan: I roll a 10.
GM: Okay. Well, the guard seems a little
surprised that you’re suddenly talking to him, GM: Thanks to Figaro, you get to act before the
but after a moment, he nods and says, “Yeah, guard.
I hear you. Worth more as pelts than as pets,
those vermin.”
Dekan: I pull out my slingshot and take aim Dekan: “Ack, not Figaro. Come and attack me,
right at his face. I’m going to apply a level of you coward. Fly, Figaro! Quick!”
Effort to hit.
GM: Isla, give me a Speed defense roll for
GM: Give me a roll. Figaro.
GM: You hit him right in the nose with your… Isla and Dekan together: Oh no.
what are you loading your slingshot with?
GM: Figaro’s not quite fast enough to slip out
Dekan: Dried dino poop mixed with rocks. It of the way. The guard hits him for 3 points of
really stinks and it stings when you get it near damage. You can see him falter a little bit as the
your eyes. blade slices his wing, but he’s still up in the air.
He doesn’t go down.
GM: Okay, you hit him right in the nose with
your poop and rock mixture. You can see his GM: Isla, it’s your turn. What do you want to do?
head rock back from the direct hit and he gets
this disgusted look on his face.
HEALING COMPANIONS
Dekan: Great! Then I whistle to Figaro, asking Companions take damage just like any other
him to swoop down and peck the guard’s creature in the world. Various types of Armor
face. I’m going to use a level of Effort for the can help decrease the amount of damage that
interaction. they take, but if they get hurt, they will need to
be healed to keep them alive. There are multiple
GM: Okay, interactions are Intellect-based, so ways to heal companions.
the Effort will cost you 3 points of Intellect, Recovery Rolls: Each time your character
minus your Edge. Give me a roll for the makes a recovery roll, your companion heals Recovery roll, page 202
interaction and see if you get a 6 or higher. at the same time, gaining health equal to your
character’s tier. So, each time a tier 1 character
Dekan rolls a 12. makes a recovery roll, their companion heals 1
point of health; when a tier 2 character makes a
Isla (playing Figaro): Figaro seems happy to recovery roll, their companion heals 2 points of
oblige. He folds his wings and swoops down health; and so on.
out of the sky toward the guard. “RAWK!” Companion Abilities: Some companions can
gain abilities that give them additional healing
GM: Okay, Isla. Roll to see if Figaro succeeds on each recovery roll that their character makes.
on his attack. Healing Skill: Anyone can use the healing Healing, page 210
skill to try to heal a companion, just as they
Isla rolls a 16. would any other PC or NPC.
Cyphers and artifacts: Most cyphers, artifacts,
Isla: That’s a hit! Figaro swoops in and gives the and other devices that can restore points to a
guard a hard peck, right near his eye. PC or NPC’s Might Pool can be used to heal a
companion as well.
Dekan: “Way to go, Figaro! We’ll go catch some
fish for you later!”
LOSING AND
GM: Nice work. Figaro’s peck does 2 points GAINING COMPANIONS
of damage. That guard is seriously hurt and The death (or other loss) of a companion is
unhappy right now. But it’s his turn, and his pain typically a big deal for PCs. Most characters
doesn’t keep him from striking out at Figaro. have strong bonds with their companions,
Not every character and losing them—whether that’s through task that takes 1d6 days. (Roll each day the
is closely bonded with death, theft, forced separation, or some other character attempts to create the companion.
their companion. Some reason—has the potential to change a character Mishaps may delay growth but rarely stop the
consider them to be more in fundamental ways. A character might have a process entirely, so success doesn’t need to
like a useful tool than a
long grieving period, where they just can’t bring be consecutive; the character just needs to
friend or comrade. There
is room for all levels of themselves to take a new companion. Others succeed on the total number of days.)
relationships between might decide to use their dead companion’s Rescue: There are many opportunities to
PCs and companions, genetic material to rescue (or steal,
from deep emotional try to create a replica. depending on
bonds to something more Some might hold the situation) a
utilitarian. a long, elaborate All companions, companion. Labs,
grieving ceremony. regardless of their testing facilities,
Still others might go category, begin as level rehabilitation facilities,
out and find a new 2 creatures. breeding facilities,
The largest rehabilitation companion right away fighting pits, and
facility, Heartsong as a way to avoid dinosaur rescue
Range, is located south feeling grief and loss. shelters are just a few places where one can
of Kelaino. They take in
If a PC’s companion dies, is stolen, or gain a companion. Rescuing or stealing a
injured dinosaurs and
restore them to health
otherwise isn’t likely to return to the character, companion typically takes time, skills, and
before adopting them they may gain a new companion in one of the resources.
out to good homes or following ways. This list is also applicable if Other: The player and the GM can work
returning them to the the GM decides that the characters don’t start together to come up with additional ways
wild. the game with companions, but rather have to in which to gain a companion. For example,
acquire them along the way. perhaps a character’s relative or friend
Kelaino, page 77 Purchase: Characters may purchase a bequeathed or gifted a companion to them,
domesticated companion from a reputable (or in which case there should be an equivalent
not-so-reputable) vendor. Vendors can be found cost in time, skills, or money to obtain the
in various cities around the world, at dinosaur companion.
ranches, and occasionally traveling the most
common trade routes. Prices vary, but most
companions cost at least 100 nautils. CREATING YOUR
Capture: Characters may attempt to capture COMPANION
a wild creature using any means available to Companions are grouped into categories.
It’s important to them. Once a companion is captured, it must You could almost think of the categories as
remember that be tamed. Taming the creature is a level 2 companion types, as each one defines the core
companions are treated Intellect task that takes 1d6 days. (Roll each day of who the dinosaur is and how they interact
as PCs, not as NPCs. the character attempts to tame the companion. with the world and the creatures in it.
Thus, a T. rex companion
Setbacks are expected, so success doesn’t need You may also work with your GM to create a
(PC) is different than a
T. rex creature (NPC). to be consecutive; the character just needs to new creature. Perhaps it’s a creature that was
Even though they’re the succeed on the total number of days.) discovered in the future, and which is now
same type of dinosaur, Create: Characters with the appropriate skills known to be a common inhabitant of the area.
they work differently in and knowledge (or a good friend with such a Or it could be something wholly unique to your
the game, in the same skill set) may attempt to create a companion. character, such as a new hybrid, a genetically
way that a human player This can be done by purchasing (or, possibly, modified animal, or a lab-grown experiment.
character (PC) and stealing) an egg which then must be cared for, The easiest way to do this is to find the category
a human SATI guard
growing a dinosaur from DNA inside a lab, that most closely fits the new creature and use
(NPC) work differently.
breeding domesticated dinosaurs, or some the stats and descriptions from that. However,
other method of creating a creature using you and your GM can also work together to
animal husbandry, science, or technology. create and define your companion’s appearance,
Creating a creature is a level 2 Intellect starting statistics, and ability options.
When choosing your companion type, it’s opportunities. See Companion Dispositions for Companion dispositions,
fine to say something more general like, “I’m additional details. page 57
playing a Raptor” or to go into more specifics, You can choose a companion from any of the
such as “I’m playing a utahraptor.” Your choice following categories.
doesn’t change the gameplay in any way; it
really depends on how much time you want TYRANNOSAURS
to spend learning about and researching (“TYRANT LIZARDS”)
dinosaurs versus how much you just want Powerful carnivores that are sometimes
to get your Raptor and start running around described as “all legs, trunk, and teeth,”
with it. You can also make up your own type of tyrannosaurs are large, aggressive, and deadly
Raptor (with your GM’s approval) and give it a hunters. They’re quite fast, despite their size,
cool name and unique look and feel (again, this with powerful legs that can move them across
doesn’t change the gameplay, just the narrative large sections of land. They have excellent
details). vision and smell, and deeply rooted conical
Each time you advance to a higher tier, teeth that are perfect for attacking armored
you are able to choose an ability for your prey.
companion that makes them stronger, faster, Possible tyrannosaur companions
or better armored, or gives them some other include albertosaurus, appalachiosaurus,
skill. Each type of companion has a selection daspletosaurus, gorgosaurus, and
of abilities that you can choose from (however, tyrannosaurus rex.
you can work with your GM to take other
equivalent abilities if they’re agreeable). TYRANNOSAUR STARTER STATISTICS
Companions can gain each ability only once, Health: 10
unless otherwise specified. If they can gain Combat: Does 3 points of damage with its teeth
an ability more than once, the benefits stack. and claws
For example, Ankylosaur companions can Armor: 1
gain Well-armored up to three times. So if you
choose this as your tier 2, tier 3, and tier 4 TYRANNOSAUR ABILITIES
companion ability, your companion will have +3 Each time your character reaches a new tier, Companion abilities,
to Armor (this stacks with any armor they may you can choose one of the following for your page 55
have started with). Tyrannosaur companion:
Some abilities are enablers, meaning they Well-armored (can take up to two times)
work to enhance existing abilities. Others are Masterful Attack (can take up to three times)
actions, meaning they are their own ability and Bird’s Eye
take up the companion’s entire action. Enablers Sturdy Mount
rarely require a roll (unless noted), but actions Rip and Tear
almost always do. Puncture
Companions also have a disposition that Stampede
defines how they do what they do. These Ranged Attack (can take up to two times)
dispositions provide benefits, but more
importantly, they give each companion a unique
personality, allowing for deeper roleplaying Because companions can be a range of
sizes even within a group, the abilities you
choose for your companion should make
logical sense. If you want a Pterosaur, for
example, and you choose a pteranodon
with a wingspan of 18 feet (5 m), then
taking the Sturdy Mount ability makes
sense. However, if you choose a tiny piksi
for your companion, with a wingspan of
a few feet, then it’s unlikely that they’d
be able to carry two people very far, even
with enhancements. That isn’t to say
you couldn’t create a contraption that
allows your piksi to carry you through the
sky—with your GM’s approval, anything is
possible—but your choices should make
logical sense.
SCOUT
Your companion’s tracking, seeking, and
searching skills are well honed. You can send
your companion ahead or behind you, up to a
mile away, and ask them to find a person, scout
out a place, search for time anomalies, or do
some other thing. You and your companion
have a special way of communicating the
details of your companion’s discoveries to each
other, perhaps through implanted technology,
hand signals, or some other type of connection.
Action.
STAMPEDE WELL-ARMORED
Your companion runs at or through one or You have worked hard to ensure that your
more foes within long range, sending them companion is protected from predators, foes,
sprawling. All living creatures within immediate and natural disasters. Either through training,
distance of your companion’s trajectory are body modification, or additional equipment,
stunned for one round. Action. your companion gains +1 to Armor. Enabler.
STURDY MOUNT
Your companion is trained, equipped, and (if COMPANION
necessary) enhanced in some way so that they DISPOSITIONS
can carry up to two riders. If this ability is taken Companion dispositions provide a sense of a Riding, page 213
more than once, it adds two additional riders creature’s personality. Essentially they describe
each time. Action. the way in which companions do the things
they do, whether that’s interacting with other
SWIFT HEALER creatures, entering into combat, or exploring a
Your companion has a natural or enhanced new area. Each companion has one disposition,
ability to heal, gaining 1 additional point of which is chosen (or rolled randomly) when the
health on each of your recovery rolls. Enabler. character first gains their companion.
Dispositions provide benefits, typically
TEMPORAL HUNTER to your character, but sometimes to the
Your companion has an enhanced ability to companion or to the group. Just as important,
locate time anomalies. Your companion is they provide a guide for companion roleplay
trained in finding time anomalies (if they are and personality. If a Clumsy alphadon fails Clumsy, page 58
already trained, they become specialized. If they to join the fight, perhaps they tried to do so,
are already specialized, taking this ability again but fell off the ledge on their way there. If
offers no additional benefit). Enabler. a companion is Curious, perhaps they got Curious, page 58
Alternatively, if they assist you while you’re distracted on the way to their goal and ran off
looking for time anomalies, they give you an to check out a noise in the woods. But if they’re
asset on your search. (Provides only one asset Timid, then they probably tried to hide behind Timid, page 59
total, even if taken multiple times.) Action. someone rather than go and fight.
Most companion benefits are enablers and
do not require a roll in order to be used. They
NATURAL VS. also typically do not count as your companion’s
ENHANCED ABILITIES action. However, the benefits have to make
Natural abilities are those that your logical sense. If your Flashy companion is in Flashy, page 58
companion can do naturally, although another part of the building, then they don’t
many require training to do so. These are give you an asset, since no one else can see
often simple attacks or defense moves that them. It would require an action (or multiple
the creature is naturally inclined toward. actions) on their part to move across the
Stampede and Rip and Tear are examples building and join you.
of natural abilities that a companion can do Some benefits are actions. These don’t
without additional equipment or intervention. require a roll, but they do use your companion’s
Enhanced abilities are those that action. These are typically used when your
require some type of human creation via companion is assisting you with something,
craftsmanship, science, or technology such as opening a locked door or searching for
in order to exist and function. Adding traps.
metal armor, using gene splicing to Alternatively, you can choose to have your
create camouflaging abilities, and using companion try to give their asset to someone
cybernetics for better vision are all else. This does require a roll and does count as
examples of enhancements. your companion’s action. For example, if you
There is no difference in how the abilities wanted your Sociable Raptor to run over and Sociable, page 59
work, other than in the flavor. You can have help your friend while they were talking, you
a Ceratopsian that is well armored thanks could ask them to do so. You can roll to see if
to beautifully handmade leather or steel your companion agrees to your request. If they
equipment that it wears, a bioengineered do, then they run over to your friend and give
forcefield that projects from its body, or them an asset to positive social interactions
skin that’s been genetically enhanced to until you ask them to do something else
resist attacks. (additional rolls aren’t necessary; once your
companion has agreed to help someone actions that involve reacting to surprises, traps,
Time terror, page 74 else, they will do so until you ask them not time terrors, and other sudden occurrences.
to, until the conversation is completed, or Enabler.
until something else occurs [such as the Personality Traits: Clumsy companions
conversation turns to combat]). desperately want to help, but often don’t
Some players may find that running someone make it to their intended destination. In their
else’s companion leaves them feeling a bit eagerness, they run into the things that you
at a loss, particularly when the companion asked them to attack, completely miss a trap
doesn’t do as asked. Does the companion that was set in plain sight, and are too busy
just stand there, or does it do something? The fixing their last mistake to hear you ask for help.
Personality Traits section of each disposition Clumsy companions are likely to fall, stumble,
provides additional suggestions for roleplaying jostle, break, run into, and make noise.
a companion. Of course, these are just guides;
all companions are unique, and can be given CURIOUS
any personality that feels right. What’s that? What’s this? How about this? Your
Choose from one of the following companion has a nose for the new, which can
dispositions for your companion. sometimes be infuriating, but can also lead you
to new discoveries and adventures.
CLEVER Benefit: It’s hard to miss much when your
It’s probably a good thing your companion companion can’t help but stick their maw into
doesn’t have opposable thumbs, or they’d be everything. You might as well use it to your
taking over the world. Thanks to cybernetic advantage. You gain an asset on all perception
brain enhancements, advanced training, or tasks when your companion is helping you
some other trick of science, Clever companions search, look, or listen. Action.
are bizarrely smart. They are fascinated by all Personality Traits: Everything else is way
physical devices and mechanisms, especially more interesting than whatever you’re doing,
the ones that whir, click, or whistle. or asking your companion to do. Curious
Benefit: You’re not sure if you’re teaching companions head off unasked to check out
your companion or if they’re teaching you. that noise in the woods, stick their head into
Either way, when working with your companion, the wrong hole, and sniff the creature you’re
you gain an asset on all tasks involving figuring trying to sneak up on. Curious companions are
out, opening, or discovering physical devices, likely to explore, discover, run off, detect, bring,
contraptions, and mechanisms, including investigate, steal, and chase.
traps, locks, doors, tools, levers, and hidden
structures. Action. FLASHY
Personality Traits: Clever companions Whether they’re flourishing their brightly
sometimes open a door before you’re ready, colored head feathers or showing off their new
pick up random objects and try to use them red leather spiked collar, your companion is
as tools, or activate nearby devices with their nothing if not flamboyant. You’re trying hard
fiddling. Weird noises likely draw their attention to teach them that there’s an appropriate time
away from whatever they’re currently doing. But and place for making a spectacle, but in the
when they’re focused, they are valuable assets. meantime you can use their flashy nature to
Clever companions are likely to explore, search, your advantage.
play, discover, use tools, tinker, and break Benefit: When coordinating with your
things apart. companion, you gain an asset on all tasks
involving storytelling, lies, trickery, diversion, or
CLUMSY misdirection. Action.
If your companion could talk, they’d be yelling, Personality Traits: Flashy companions can
“I’m fine!” from the bottom of the ravine or go too far with their “look-at-me”-ness. Ask
from under that rock pile or… well, you get the them to sneak up on a creature, stay hidden,
idea. What your companion lacks in grace, they or otherwise go unnoticed, and you’re likely to
gain in creating humorous moments. be met with a squawk and a show of flash that
Benefit: Attempting to constantly help attracts far too many eyes. Flashy companions
your companion when they fall, run into are likely to show off, attract attention, make
things, or accidentally step on things smaller noise, cavort, entertain, twirl, do tricks, and
than themselves has honed your reflexes for distract.
unexpected events. When your companion
is within long range, you gain an asset on all
TIMID
There’s nothing wrong with being a little
nervous around new things—or around big
things with big teeth. Your companion isn’t
always so sure about this adventure stuff, but is
willing to try to be brave for you.
Chapter 7
EQUIPMENt
W
hen it comes to the equipment that CURRENCY
characters and companions use The main currency of Grevakc is called nautils.
and interact with, Grevakc offers an There are two forms.
unusual mixture of far-future high-tech devices, SATI Tokens: These were SATI-issued
simple hand-crafted tools, and cobbled, almost germanium tokens in the nautilus shape of the
wasteland-style items. If you were going to SATI logo. They were originally given to workers
give its look a tagline, it would be something as bonuses and rewards for jobs well done.
akin to “primeval high-tech apocalypse with Workers traded them in for supplies, treats,
dinosaurs.” clothing, vacations back home, and more.
That means it’s not unusual for different The original SATI tokens are very rare—most
players in the same group to have a metal rod have been lost, melted down, hoarded, or
studded with scavenged nails and wrapped otherwise kept out of circulation. A SATI token
with electrified wire, a well-worn fingerprint- is considered to be worth about 100 times that
reading smart gun, and a shiv hand-carved of a new nautil.
A few larger towns from dinosaur bone. The same is true for armor New Nautils: Many of these are real nautilus
have nautil exchanges, and outfits; one player might have a patched shells, harvested, dried, and preserved. Smaller
where they will take the SATI uniform with far-future techplates that nautils are more coveted than larger ones, as
appropriate number no longer function, while another might wear they take up less space and are less likely to
of new nautils off your
an entire outfit made of furs, feathers, and break (which renders them mostly worthless).
hands and give you a
SATI token, but the leather that they tanned themselves (or bought Others are newly minted metal coins in
exchange rate is usually off a local tanner). Players should feel free to the fashion of SATI tokens. However, they’re
very high and the bank get creative with the flavor and description of made of a composite of metals and easy to
takes a cut. their equipment (and the equipment of their distinguish from the originals.
companions). Neither are considered official currency, but
in a world where there’s very little oversight on
“official,” that hardly matters.
solar cells and using the heat to essentially CLOTHING AND ARMOR
remelt itself back together. It is used in Some of the most common types of clothing
clothing, weapons, and building materials. and armor include the following.
Transalumina: Three times stronger than
steel, far lighter, and transparent, transalumina Light (1 point of Armor) COST
is used to make protective windows, screens,
Light hides, furs, and feathers 10
armor, and shields, and is used in weapons.
Shrilk Film: A common material in Grevakc, Leather and scales 15
shrilk is made from shrimp shells mixed with Lab coat or apron 10
proteins derived from spider silk. It’s thin, clear,
SATI uniform, refurbished 30
flexible and similar in strength to aluminum.
It’s also biodegradable, and is often used Light smartfluid armor 100
for temporary structures, sutures, and other Light solarium armor 200
equipment that is designed to dissolve over time.
Medium (2 points of Armor) COST
EQUIPMENT LISTS Hides, furs, feathers, and scales 20
AND PRICES Wetweave armor 30
This is not a comprehensive list of available Smartfluid armor 500
equipment—innovative creators are always
Solarium armor** 800
working with existing materials (and attempting
to come up with new ones) to design and
produce unusual and unique items. In addition, Heavy (3 points of Armor) COST
there are many uncommon items that were Reinforced hides, furs, feathers, 30
brought back through time that still function (at and scales
least most of the time). Reinforced wetweave armor 50
SATI armor, refurbished 100+
PRICE CATEGORIES
The Cypher System Rulebook introduces five Piezotextile armor 500+
price categories for goods and services. Reinforced smartfluid armor 1,000+
Inexpensive items range in price from 1 to
SATI armor, original working 2,000+
2 nautils, and include items such as arrows
condition**
and other ammunition (except bullets), simple
meals, and supplies like rope. Reinforced solarium armor** 2,000+
Moderately priced items range in price from
10-20 nautils, and include items such as simple Shield+ COST
weapons and armor, a tent, and so on. Simple wooden shield 5
Expensive items range from 100-200 nautils
Simple metal shield 20
(or 1-2 SATI tokens), and include items such as
medium or heavy weapons or armor. Untrained, Transalumina shield 200
untested, or young dinosaurs are in this category.
Very expensive items range in price from +Shields provide an asset on Speed defense
500-1,000 nautils (or 5-10 SATI tokens), and tasks.
include unusual materials, refurbished SATI
armor and weapons, and so on. Trained and **When worn, the indicated special armors
tested dinosaurs are also in this category. protect at their level, but tax the wearer as if
Exorbitant items are well over 1,000 nautils they were one level lower. Thus, solarium armor
in price, and are typically the province of provides 2 points of Armor, but taxes the wearer
higherups in SATI and other organizations, as if it were light armor.
wealthy business owners, and others who have
the security to keep such a large number of
nautils at a single time.
Here are general suggested prices for various
items. Again, this list isn’t exhaustive; use your
best estimate to come up with appropriate
prices for unlisted clothing, armor, weapons,
and equipment.
WEAPONS
Some of the most common weapons include the following.
Other COST
Grenade, sonic 15 Explosive weapons,
page 185
Grenade, thermite 15
Bomb 20 Grenades, page 253
Chapter 9: Laramidia 76
Chapter 8
WELCOME tO GREvAKC
G
revakc is Earth—but Earth as it was It also needed talented botanists, animal
65 million years ago during the late husbandrists, astronomers, and much more.
Cretaceous period, when dinosaurs Soldiers were brought in to protect SATI assets,
still roamed the earth, before an approaching enforce the law, and (most likely) keep SATI
asteroid wiped out much of life on the planet. secrets, while service workers made the trip
But of course, it’s not the exact same. Because to cook and grow food, work with dinosaurs,
there are humans. Humans who have inhabited and provide other services. Most people were
the land for the last hundred plus years. required to speak at least two languages as part
Somewhere in Earth’s future—in the year 28 of their training; many spoke three—English,
Interglobal time, page 72 IGT (interglobal time)—the first commuters Mandarin, and their native language.
arrived in the Cretaceous, thanks to the time- A few young people or non-farm animals
travel technologies of a large conglomerate made the trip, but it wasn’t common. Only
SATI, page 166 called Space and Time, Interglobal (SATI). It’s the highest and most influential individuals
widely believed that the time-travel program were given permission to bring their families
was one of the first of its kind, a top-secret along, as both the trip and the location were
mission called the Gre-Vakian c trials. considered too dangerous.
In the nine years that the mission was active, Some workers were able to travel back home
it’s estimated that SATI sent more than 20,000 occasionally “on leave,” as their schedule and
adult commuters—namely scientists, scholars, duties allowed.
soldiers, and service workers—back to the What was SATI’s purpose with the Gre-Vakian
Cretaceous. c trials? Were they searching for something?
SATI hired the best people for the Did they hope to make contact with alien life?
job—and the job was huge and varied. It Was it merely an experiment on humanity?
required some of the world’s top minds in Almost everyone you talk to believes something
the fields of aeternology, bioengineering, different. Even those who were high up in SATI
for Cretaceous, opening up the possibility that Beyond that, there is no “typical” Grevakcian in
SATI, page 116 SATI (or some other entity) was conducting terms of race, gender, physical build, knowledge,
additional trips to other places or times. It’s or even language. The descendants of those early
possible, however, that the c actually stands for commuters are as varied as their ancestors, not
the third time-travel mission to this particular just in their physical appearance and culture, but
place. If that’s the case, were a and b failures, also in their knowledge and skill sets.
and were there additional missions after this People wear and use a mishmash of the
one? All of those possibilities seem likely. future and the past, often without making much
Now most people call the place they live distinction between the two. A well-designed
Wetweave, page 61 Grevakc, although a good majority can no armor set built entirely from wetweave will have
longer tell you why. different properties than a hand-crafted outfit
made of feathers and dinosaur scales, but one
THE PEOPLE OF GREVAKC is not necessarily better or more coveted than
The inhabitants of Grevakc all have one thing the other. If anything, materials from the future
in common—their ancestors arrived here by are already well-worn and well-used, making
traveling back through time to the Cretaceous them more likely to fail in some significant way
period as part of SATI’s time-travel program. at just the wrong moment.
For some, it was their grandparents, and for It’s not unusual to see someone carrying
others, their parents. a SATI-issued fingerprint-reading smart gun
relatives, and often by their communities or Some communities honor the connection
Groups and organizations as well. between humans and domesticated dinosaurs
organizations, page 116 Not everyone marries, but those who do by offering some or all of the body up as food
typically view the choice as a celebration rather to the carnivores. This is also reversed; if a
than as an official decree, as there is no true human and creature are close companions,
governing body to keep track of and record upon the creature’s passing, its body will often
events like weddings. The Osteon in the family be roasted and eaten. This practice saw a rise
is typically people’s first choice to conduct a in popularity among the second generation, but
ceremony and do the “official” announcement. has since fallen out of favor. Now the “feeding
SATI, page 116 When time travel failed, SATI higherups put of the body” tends to be more symbolic, with
out a directive that everyone was to have as less actual eating of flesh.
many children as they could, in an attempt to
save the human species from dying out before STRUCTURE
they could fix time travel and find a way back to AND LEADERSHIP
the future. Currently, there is no central leadership or
The directive was aimed at all commuters, governmental structure that rules over all of
but the word-of-mouth marketing campaign Grevakc. In the past, that responsibility fell to
was directed specifically to women, particularly the SATI leadership and board, which ruled over
in the larger cities. Fertilization, SATI reminded the entire area as if it was a corporate structure
them, was as easy as swallowing a gene pill or (which it was, in almost every sense). They
getting a shot. Injections of growth hormones made the rules and hired people to uphold and
and other genetic elements meant shorter-term enforce those rules, and punish infractions.
pregnancies. And the parents didn’t have to The only problem? They did so from afar.
raise the children at all if they didn’t want to; When time travel collapsed, so did their
SATI would take them and raise them for the supreme reign. The SATI higherups in Grevakc
good of the future. kept the structure going for a while, mostly
Some couples and women eagerly joined up by promising (or threatening) that time travel
to help save humanity. Others did so as part would reopen and the board would step back
of their duty. But many resisted, or tried to. in. As time progressed and that seemed less
SATI denies it, but some people tell stories of and less likely to happen, the tenuous grip of
forced impregnation during those early, dark the SATI sub-leaders began to slip. Even so,
years after the Last Commute. Others fled SATI was able to keep the peace and the power
the cities en masse, worried about what other among its own. Now even that has begun
decrees SATI might try to force upon them and to fail. The organization is falling apart from
determined to start a new life elsewhere. within, and as it does so, those who can smell
weakness and have their own interests have
DEATH AND DYING started stepping up in the hopes of taking
Funeral ceremonies are held for the dead, advantage of the widening cracks.
when time and circumstances allow. However, Most SATI complexes and cities are still
scavengers are an imminent threat to the run by an individual or small team, usually
preservation of bodies, so many of the dead comprised of those who’d originally been sent
are burned to ash within a few hours of their by SATI as proxy rulers, guards, and governing
passing. SATI communities and compounds bodies (or their descendants). These teams
often have working incinerators, while others manage laws, commerce, and other elements
build bonfires or pyres. A few communities of their cities, but their rule doesn’t extend
along the coast hang hand-hewn coffins on the far beyond their walls. And as the original
cliff edges. SATI commuters die out and are replaced by
their children and grandchildren, the power is goals), and find ways to ensure that life goes on
becoming even more diluted. (in some form) after the cataclysm.
Other groups, organizations, and locations Various religions exist in Grevakc, the
keep their own rules, hire their own public beliefs having been brought with them by
services (if they have any), and choose their early commuters; however, they’re not overly
own leadership (or have their leadership common. It’s more likely to find that people
wrested from them). affiliate strongly with one of the organizations
In SATI-run cities, laws and codes of conduct that has arisen since the Last Commute.
are similar in most places to what we know Some of these, such as the Genesix Genesix Fellowship,
today. Murdering someone without just cause Fellowship, appear to be more like organized page 120
is considered illegal (the leadership appoints religions than actual organizations, as they
judges to decide what is and isn’t done without have a basis in existing religious beliefs and act
just cause). So is thievery, bribery, destruction much like organized religions as we know them
of personal property, and the like. today. SATI, which was once an interglobal
Other cities and towns may or may not follow conglomerate, is now probably the largest and
similar rules. It’s always smart to get the lay of most well-known organization.
the land before entering a new place. Many people belong to one or more of the
organizations that exist in the world. They
GROUPS, ORGANIZATIONS, might be part of SATI, the Butterflies, and so on Butterflies, page 118
AND RELIGION for their personal beliefs or future salvations,
Groups and organizations are an important because that’s the organization they were born Groups and
part of the setting—so much so, in fact, into and raised as part of, or because they Organizations, page 116
that you might read Chapter 11: Groups and needed or wanted the security and safety (such
Organizations before you read the rest of the as it is) of belonging to something bigger than
setting chapters to help you get a sense of themselves.
how the human segments of Grevakc operate. Each organization has its own larger goal
Without a governmental body to oversee for its people and for the future. Some want
things, organizations are often the ones who to find a way to time travel back “home,” a
are attempting to make and enforce laws, take place they’ve never seen and aren’t even sure
care of citizens (or not, depending on their still exists. Others want to find a way to track
and destroy the asteroid before it hits Earth. from sitting inside a classroom. Sometimes this
Some believe that they will find their very own experience is in the form of an internship, and
Eden, here among the leviathans, and that their other times it’s as simple as helping a relative
discovery will save them against all odds. Still at their chemistry lab. Hands-on experience out
others are determined to let the human race die in the world is considered to be a vital part of
out here and now, believing that by doing so every young person’s learning experience.
they will save all other life for the future.
TELLING TIME
LANGUAGES The passage of time in Grevakc is much the
It’s not uncommon to hear multiple languages same as we experience it now. Even days,
being spoken, often with a mishmash of words, weeks, and years are similar. There are 370
dialects, and accents in a single sentence. days per year, with each day being around 23
English and Mandarin are the most common, and a half hours long. Most people keep to the
although a universal science-speak often traditional idea of a day, a week, a month, and
pervades the vocabulary of even those who a year, with a few extra days tacked on the end
aren’t in scientific fields. of what we now consider to be a year. Seconds,
One area where the language is more lowbrow minutes, and hours are also the same.
than might be expected is when talking about However, tracking the years is no longer done
Scientific and common dinosaurs and other Cretaceous creatures. Only the same way that we do now. Instead, people
creature names, page 122 the most scientifically minded individuals use use InterGlobal Time, a system established by
the full Latin and Greek names when talking SATI and a few others to ensure that everyone
about the animals roaming around the world. on various planets and in various times all has
Instead, most use nicknames and common a synchronized unit of time measurement.
names, some of which vary from place to place.
TIMELINE
LITERACY AND EDUCATION (IN INTERGLOBAL TIME)
Literacy means something slightly different
in Grevakc than it does in our current world. 00 IGT SATI and others create
Almost everyone in Grevakc can read and InterGlobal Time
write—it’s considered the most basic of 28 IGT The first commuters arrive in
skills. That in and of itself does not constitute Grevakc
“literacy.” In order to be considered literate, one 37 IGT The Last Commute
must also be knowledgeable or proficient in one
or more fields or trades. Despite that, literacy is 151 IGT Current time in Cretaceous
quite high, probably because of the value that’s
placed on educational experiences of all kinds.
SATI children typically attend one of ANIMALS AND CREATURES
Creatures and NPCs, SATI’s formal educational programs, where Not surprisingly, Grevakc is full of dinosaurs,
page 130 they learn basic skills, and then are moved early mammals, and other creatures that
into a specialization, such as genetics or existed during the Cretaceous. Some are just
hydrofarming. In some of the larger towns, as our 21st century fossil records show. Others
children may attend a school of sorts (usually have been altered by the existence of humans
an informal gathering place where one or two in their world—carefully bred, bioengineered,
adults are paid by the community to teach). gene spliced, and more. And still others are
In small communities and villages, children creatures that exist outside our current fossil
usually learn alone or in a very small group records—soft-skinned creatures that didn’t
from a relative or family friend. preserve well or insects that didn’t happen to
In all cases, the majority of learning comes be unlucky enough to get trapped in amber.
from tailored, hands-on experiences rather than
There are few traditional domestic animals crisscross the land, along with large swamps,
in Grevakc. You’re not likely to find dogs, lakes, and other bodies of water.
cats, or other animals that we might consider Salmon Flats—a semi-flat stretch along The continent of
pets today. It’s likely that it was considered the mideastern coast—is the location of Laramidia stretches
dangerous to bring them back, not just for the the majority of SATI complexes, cities, and approximately from
animals themselves, but also for the ecosystem. structures. Throughout the rest of Laramidia, modern-day Alaska to
Mexico.
A single pair of unaltered cats could easily bring small towns and villages dot the landscape, but
down the entire population of early mammals. for the most part, the area remains as it was—
There are also few farm animals or traditional overgrown, lush, dangerous, and wild.
farming plants as we know them today. Instead, The Western Interior Seaway is a large inland
you’ll find dinosaurs and Cretaceous-era plants sea. Its waters roil with life, including marine
that have been implanted with genes of goats, predators, giant clams, and early avians. Most
sheep, cows, and other animals to provide of the Seaway that stretches between Laramidia
benefits like wool, milk, meat, and crops. and Appalachia is unexplored and uninhabited,
particularly the northern end, which is
considered wildly dangerous. But for those who
GREVAKC GAZETTEER do venture across the watery stretch, there are
Most of the known and charted territory of riches to be found and discoveries to be made.
Grevakc consists of two major landmasses— Appalachia is much less explored or
Laramidia and Appalachia, with the Western inhabited than Laramidia. The area hosts
Interior Seaway running between them. myriad unknown and uncharted creatures, Laramidia, page 76
Laramidia is an island continent, a long, places, and landscapes. It’s rumored that only
thin stretch of land, punctuated by the rising the bravest, wildest, and craziest—or those Appalachia, page 110
Rockies along the left coast and by the Western with nothing left to lose—venture across the
Western Interior Seaway,
Interior Seaway on the east. Just over 1,000 Western Interior Seaway toward Appalachia. (Of
page 106
miles (1,610 km) across at its widest point, course, those who live in Appalachia might
Laramidia is a mix of rocky, mountainous say the same about Laramidia, so generally it’s
terrain, swampy lowlands, and thick, lush safe to say that everything is dangerous and
jungle. Big rivers, as wide as the Amazon, nowhere is safe.)
Chapter 9
LARAMIDIA
L
aramidia is a long, thin island continent to be called either of those things. SATI has
that hosts a wealth of creatures, a loose and light presence here currently, but
natural landscape features, and human there are persistent rumors of ancient and
settlements. It’s the most populated continent forgotten SATI sites hidden beneath the fast-
(in terms of humans, at least) and is what most growing jungles and ever-shifting soil of the
people mean when they say “Grevakc,” “here,” continent.
Western Interior Seaway, or even “home.” The Western Interior Seaway is typically
page 106 Laramidia is informally split into two regions: considered to be part of Laramidia, and SATI’s
Lower Laramidia and Upper Laramidia. They’re reach extends into the large inland sea via
roughly divided by the Chalk Road, a wide well- harbor control, island towns, floating labs, and
traveled path that cuts crosswise through the large ships that patrol the waterways.
continent. It’s a general rule that the closer to
the Chalk Road you are, the less likely you are
to find yourself eaten by wild creatures, and the LOWER LARAMIDIA
more likely you are to find yourself beaten up by Lower Laramidia is typically considered to be
human creatures. divided into two parts: Salmon Flats and the
Lower Laramidia (often just called “the Boot. Unlike the clearer division between Upper
lows”) includes Salmon Flats, a semi-flat area and Lower Laramidia, which borders the Chalk
along the mideastern coast that is the site Road, the border between Salmon Flats and the
of SATI’s three original commuter cities. It Boot is less defined. Those who live in Salmon
also includes the southernmost stretch of the Flats will likely say that as soon as you run out
The Boot, page 101 continent, known as “the Boot.” It’s the most of civilization, you’ve entered the Boot.
heavily inhabited section of the world.
Upper Laramidia, Upper Laramidia (sometimes referred to SALMON FLATS
page 102 as the U.P.) is mostly a smattering of towns, Salmon Flats is a strip of heavily jungled, but
villages, and inhabited sites that are too small mostly flat, land roughly 750 miles (1,200 km)
KELAINO’S MASCOT:
SUE THE T. REX 2
About fifteen years ago, a young T. rex
showed up at Kelaino’s gates. Standing
just a few feet high, the creature was
clearly hurt—limping, whimpering in pain,
missing an eye, and covered in gashes.
The city rallied around the creature, which
seemed grateful for the medical assistance,
the attention, and the food. They dubbed
her Sue the T. rex 2, after one of the most
complete T. rex fossils ever found. As she
healed and grew, Sue captured the hearts
of the citizens and she remains the city’s
mascot to this day.
Unusually small for a T. rex, Sue only
stands about 6 feet (1.8 m) tall, but she’s
still nearly 30 feet (9 m) long. Sue mostly
hangs around outside the builtbone wall,
welcoming visitors, cooing for food, and
allowing children to ride on her tail while
she slowly and carefully walks around in
circles.
includes the Black Bridge, a wide, flat bridge keeping venators, and the abundance supplies
made of an oddly bouncy (and some say, available at the Market District.
nausea-inducing) black rubber-like material. Roadknights are typically employed for 2
Getting into or out of the city isn’t terribly nautils per day, plus 2 nautils per person who
difficult at the Chalk Road points—SATI guards, arrives in Kelaino bearing the roadknight’s SATI guard, page 149
cyberdrones, and various defensive dinosaurs, unique stamp (a special laserink design on
including acroplocerexes, might be stationed the wrist that fades after a week or so). After Cyberdrone, page 137
there, but they’re more interested in keeping a recent rash of … incidents … the city council
Acroplocerex, page 130
the peace than in keeping anyone out. has ruled that the new arrivals must be alive
In fact, city officials, headed by a city council, and conscious in order for a roadknight to City council, page 80
actively encourage both tourists and new receive payment.
citizens to embrace Kelaino, as they’re aware Venators: Inside the city, peace is kept Venator: level 6, Armor
that even here, money and bodies make the (mostly, at least) by the venators, special SATI- 3; carries a toolkit, a
world go ’round. They believe this so strongly trained law enforcement officers. Venators are medkit, a light melee
that they employ and send marketers, known as easy to spot in their bulky white and yellow weapon, and a medium
ranged weapon
roadknights, out in the world to let people know armor, marked with the orange SATI logo.
about Kelaino and its hospitality. The city’s Venators are rarely hired; instead, they are
slogan is “Kelaino: Arrive. Survive. Thrive” and recruited from the sons and daughters of
you can sometimes see these words painted in current or former enforcement officers. As
blue on the sides of roaming dinosaurs, on the soon as they become part of the organization,
ground along long, flat stretches of the Chalk a venator is given a young raptor (known as Venaraptor: level 3,
Road, and even sometimes in the air (SATI a venaraptor) as a companion; the two are interaction and search
has a long history of using pyrotechnics as inseparable, training together as a team. and rescue as level 4;
messaging services). Venaraptors: These small (about 2 feet [60 bite captures a victim
Roadknights can be anyone willing to go out cm] high) raptors are specially bred and trained and holds it immobilized
(until the victim succeeds
and stump for the city. The only requirement to excel in teamwork, communication, and
on a Might defense roll
is a short oral exam in which they’re required search and rescue. They wear custom gear that to break free); spiked
to talk briefly about the good things in does melee damage and provides armor. Many armor does 2 points of
Kelaino. Most applicants choose the obvious, also carry equipment, supplies, and weapons melee damage; Armor 3
complimenting the city council, the peace- for their handler. (external)
Commander Aitana Commander Aitana Moya: The current that is rarely seen outside of Kelaino (the
Moya: level 6, sign leader of the venators is a woman named residents call it birchbrick), the center has large
language as level 7; Aitana Moya. Aitana was second in command transalumina windows that look out over the
Armor 3; wears an for nearly ten years before she got this water.
artifact nicknamed
advancement, and is considered by most to be In the very center is a ten story tower that
Solarsong that’s
been handed down a compassionate and fair leader. She’s been reaches both up and down. The top five
from leader to leader deaf since birth, rejecting SATI’s attempts to stories stretch up in a swirl that is capped by
and is keyed into the provide her with cochlear cybernetics, and a large round room with a translucent floor.
entire venator force communicates with her team mostly via sign The bottom five stories stretch down into the
language. She also uses an artifact called depths of the river. At some point in the past,
Birchbrick: level 9 Solarsong, which allows her to communicate the transalumina windows in a lower story
mentally with her team. began to leak and the downtower has been
Transalumina, page 62
Since she’s risen to a more prominent sealed off at the water level ever since.
and visible position, it’s become trendy for A six-person council leads the city from
people to learn how to sign, particularly when the tower’s topmost floor, rotating the head
interacting with domesticated dinosaurs, many of the council every year. In order to be a
of which seem to respond very well to it. Her member of the council, one must have proof
companion is an 11-year-old venaraptor named that their ancestor was not only an original
Sindiak: level 3; Sindiak; the two communicate through hand commuter, but also one of the scientists or
interaction and search (and claw) signals. higherups originally involved in trying to fix
and rescue as level 4; time travel. Council members are voted into
Armor 3; laser claw place not by the inhabitants of the city, but by
upgrades do 3 points SOLARSONG (ARTIFACT) other higherups who are also eligible council
of damage within
Level: 7 members, many of whom still live in the
short range; electrified
armor does 4 points of Form: Small earcuff that curves around the Salmon Center. Council members are re-voted
shock damage within wearer’s ear in every five years, unless they wish to step
immediate range Effect: The device has power as long as it’s down, which can take place at any point.
been exposed to sunlight in the last 24 The current council members are:
Lois Newton: level 4; hours. When activated, it sends mental Lois Newton: Tall and elegant, with long
carries her grandfather’s messages from the wearer to everyone black hair that she wraps into odd shapes
laser pistol who’s keyed into it, within a 1-mile around the vertebra of various dinosaurs, Lois
(1.6 km) radius. Newton is the current council head. She is
Depletion: 1 in 1d100 sharp-witted and sharp-tongued, liked by half
of the council and hated by the other half. But
everyone admits that she gets things done.
Juvante Barrett: level 3; Juvante Barrett: The joker on the council,
humor as level 4 SALMON CENTER Juvante Barrett brings levity even if he doesn’t
The place where it all began, the Salmon Center bring good ideas. Most people think his brother,
is a hexagonal floating structure in Torotix Run Belal, would have been a better choice, but Belal
where the first commuters arrived. After the hasn’t been seen in more than five years.
Mystery Kami: level 3; Last Commute, SATI scientists and higherups Mystery Kami: Named after her grandmother,
carries a set of hand- worked day and night to try to fix time travel, Myst has absolutely no interest in being on
hewn bone blades turning the Salmon Center into their makeshift the council, but her partner convinced her to
home. After a while, when it became obvious run last year and, to pretty much everyone’s
that there was no easy solution, many of them surprise, including her own, she was voted in.
Dr. Sakima Hooper,
continued to live in the center. Now she is finding her interest drawn more
MD: level 5; medicine
and healing as level 6, Today, the center is home to those who rule toward fellow council member Anchi Garner
SATI-A SATI, namely the children and grandchildren of than to anything that the council is working on.
those original scientists and higherups. Built Dr. Sakima Hooper, MD: Dr. Hooper is the
SATI-A, page 158 of a floating, temperature-adjusting material oldest member of the council, both in terms
of having been on it the longest and in terms walls and fenced dinosaur yards, researchers,
of her age. An original commuter, Sakima veterinarians, doctors, and other scientists
believes she’s around 135 years old, but can’t work to repair time travel, further advance the
quite remember if she’s older than that. One of research into SATI’s original reason for traveling
the few MDs assigned to the Salmon Center, back in time, and attempt to track and monitor
Dr. Hooper is valued for her knowledge and the impending asteroid.
experience, but she is becoming increasingly Enta Lab has five stories, including a sub
aware that her time on the council, and in this level. Dota Lab has three stories, a sub level,
world, is surely coming to an end. and a sealed watchtower that extends high
Anchi Garner: Anchi has a deep connection enough in the air that it’s possible to see much Anchi Garner: level 3;
with time anomalies and a solid understanding of the city from it. time anomalies and time
of time travel. For many, Anchi is their hope Each lab has a single way in and out of the travel as level 5
for the future. Anchi, on the other hand, feels building on the ground floor—a heavy double
Triple thumblock: level
only despair and hopelessness, as none of door, which is manned by two guards, two
9; opens only when the
the team’s attempts to repair time travel have bastion cyberdrones, and a triple thumblock. two assigned guards and
worked thus far. The fences around the exterior dinosaur an approved scientist
Vernon Maldonado: Vernon has more than ten paddocks cover the sides and the roof, are place their thumbs on the
years on the council, but recently tendered his electrified, and constantly release a gas that lockreader at the same
resignation. He is a quiet, considerate man who affects only human lungs. Once one of the time.
is willing to listen to everyone before making up doors is opened, the second one will not open
his mind. He’s considered to be a great leader until the other one is closed. There are no Fence: level 8; does 5
points of shock damage
and a solid voice of reason for the city. People are windows or other entryways.
to anyone who touches it
already wondering and worrying about who could The roofs are covered with solarsedum—a
possibly replace him in the coming election. carpet of bioengineered succulents that Gas: level 5; does 3 points
stores solar power and releases it through the of Speed damage on
ENTA AND DOTA LABS plants’ roots into a complex mesh structure. each inhale
These two labs were the first ones set up by The solarsedum generates only about three-
SATI upon arrival. There was originally a third quarters of the power needed by the labs, so Vernon Maldonado:
level 3; positive social
lab as well, but that one blew up shortly after it the scientists supplement it by using dinosaur-
interaction and
was built. Now that burned, blackened area is powered alternators (essentially giant hamster leadership as level 4
known as Grey’s Crater. wheels), particularly at night. The sounds of
Enta and Dota, along with the SATI Hydrolab, creatures running on their wheels echo through Grey’s Crater, page 83
remain the centers of SATI’s scientific research the hallways, giving the labs an eerie, whining
to this day. Inside the labs’ grown-concrete sound. Hydrolab, page 83
Gre-Vakian c Trials, Many of the scientists who work in the labs Level 3, 4 & 5: Aeternology (Gre-Vakian Center)
page 66 also live there, rarely leaving except in case of Considered to be one of the most important
emergency. Supplies are brought in by workers sections of the lab, it’s here that scientists
through complex and meandering secret are working on figuring out more about time
Underground tunnel underground tunnels, the exterior entrances of anomalies and time terrors. But their main
entrance: level 8 which are scattered through the city and hidden focus is attempting to discover what went
by camouflaging technology. wrong with time travel and how to set it right.
The interior is filled with laboratories They work closely with the catastrists.
of various kinds, most of which are still They’re led by a team of three: Dr. Shane
functioning much as they did when they were Carlson, Merrill “Merry” Havestiin, and Gethen
originally set up. Most of the levels are devoted Corentine.
Dr. Shane Carlson: level to studying a specific science or scientific • Dr. Shane Carlson is slight, surprisingly
4; aeternology and fine branch. Each of the levels is also named strong, and has cybernetic fingers that allow
motor skills as level 6 after a scientist from the future who made a for enhanced fine motor movements.
contribution to that branch. • Merrill “Merry” Havestiin is quick-witted,
Merrill “Merry”
self-effusive, and creative. He can make
Havestiin: level 5;
aeternology as level 6; ENTA LAB everyone in the room laugh while perfectly
positive social interaction Sublevel: Supplies and storage: Pallets of splitting cellular matter.
as level 7; carries what supplies, food, and lab equipment cover the • Gethen Corentine talks to almost no one
he jokingly calls his floors, while tall shelves are lined with broken and keeps to a workspace in a corner of
supersplitter. parts, defunct equipment, and weapons. A large level 5. Everyone agrees that Corentine is
cold storage room preserves food, samples, brilliant, but no one seems to know how to
Supersplitter: level 6;
genetic material, and more. The room’s two break through the cold shoulder.
high-energy laser device
that can cut through
doors are protected by advanced follret locks.
materials up to its level DOTA LAB
Level 1: Genetics (McClintock Hall) Sublevel: Reference and storage: This
Gethen Corentine: The focus here is DNA storage, retrieval, and mishmash of research and storage includes
level 5; aeternology and alteration. Geneticists study both dinosaurs both digital and paper books, stored DNA
intimidation as level 6; and human DNA looking for secrets and files, digital files and sources, and more. The
positive social interaction discoveries, as well as attempting to advance head reference librarian is a big, heavyset
as level 4
their understanding of how DNA can be used man named Carden. He has a cybernetic eye
Follret lock: level 9;
in new and useful ways. Dr. Alatus Chang is the that allows him to quickly scan text for words,
requires a hair follicle head scientist. Chang is a brilliant geneticist, phrases, or names.
and retina scan from at but is not a very good leader, which means that
least two people in its things are often in disarray. Lab results get lost, Level 1: Animal husbandry and training
database at the same specimens get loose, and machines break down (Anning Hall)
time in order to open due to lack of proper upkeep. More of a large barn than a lab, Level 1 is
dedicated to working with creatures on a less
Dr. Alatus Chang: level
Level 2: Catastroscience (Soreneld Center) cellular level. Breeding programs, cybernetic
5; genetics and DNA as
level 7; leadership and Some might say that catastrophes aren’t a enhancements, domestication, and training
communication as level 3 branch of science, but in Grevakc, this is one all take place here, under the strict supervision
of the most important things for scientists to of a team of dinosaurologists, veterinarians,
Carden: level 4; research focus on. Catastrists consider themselves the and breeders. Silverstein Hall has a trio of
and knowledge as level backup plan. If the aeternologists fail to figure “mascots,” three cedaromys (“cedar mice”)
6; cybernetic eye implant out how to fix time travel, the catastrists will siblings that started as research animals and
provides an asset to need a plan to stop the asteroid from hitting quickly became beloved around the lab for their
searching and perception
the earth. They’re working on options, such as engaging and curious personalities.
Cedaromys (“cedar changing the asteroid’s trajectory, blowing it up
mouse”): level 2 as it approaches, and creating something that Level 2 & 3: Biorobotics and cybernetics
can absorb much of the impact and debris. (Kuplar Reisz Lab)
Qiqi: level 3, Speed Of course, one of the problems the Most of the scientists here have experimented
defense as level 4 catastrists continue to face is that it’s all with, upgraded, adapted, or otherwise changed
due to speed and speculation until the asteroid actually arrives, their own bodies as part of their work. They
maneuverability; long and if their untested plans fail at that final also work closely with the genetics and animal
when gliding or flying
moment, there is no other backup science husbandry teams to discover new and better
to save them. They are the last bastions of ways to upgrade dinosaurs. Currently the team
SATI’s Big Mystery: A humanity in this time, and they work with that is working on altering the wings of the qiqi, a
Guide for GMs, page 158 weight on their shoulders every day. small feathered dinosaur with wings similar to
both birds and bats, to allow it to carry small that flow to power itself. In turn, that energy
bombs, grenades, and other explosives over is amplified by the lab to power the city. Not
long distances. all of the city has power all the time—that
The head of the dual-story department is load is more than the hydrolab can produce at
Bion Robilard, a man who most would say isn’t once. (It’s believed that there were originally Bion Robilard: level 4,
a great scientist, but is very trustworthy. In fact, supposed to be multiple hydrolabs to sustain lying, trickery, persuasion,
the exact opposite is true—Bion is a brilliant the city as it grew, but the materials didn’t and subterfuge as level 6;
scientist and a long- arrive prior to the Last carries a recording device
that can record up to 5
term secret operative Commute.)
minutes of video each
for the Butterflies. The power is day and transmit it to
He sometimes feigns “You can always tell an supposed to roll any device that is keyed
confusion or ignorance orphan or a poor man, through the city, into it
in order to get others because they’ve got alternating sections,
to talk more, and he’s bactdust in the betweens but it rarely does. Last Commute, page 67
very good at making of their fingers.” Instead, SATI’s labs,
people believe him. He the Salmon Center,
was originally assigned and buildings within
to this task eighteen years ago by the former the Triangle of the Faithful get the majority of
leader of the Butterflies. Although he transmits power the majority of days.
information out every day via a recording The scientists at the hydrolab contend that
device, he never hears back from the group they are continuing to work hard to find ways
and has never, in all his eighteen years, seen to improve the lab’s power. Not everyone in
or talked with another known Butterfly. Lately, the city believes them. They are led by Dr. Dr. Cassidy Kyou: level
he’s begun to wonder if the group has forgotten Cassidy Kyou, a third-generation hydroelectric 4; knowledge of water
him. scientist whose grandfather was one of the and power as level 5
original commuters. Dr. Kyou is well loved
GREY’S CRATER and well respected by most people in the city,
This burned and blackened crater along the but perhaps overly trusting. Many worry that
river once housed one of SATI’s early labs. For the other scientists are staging a power coup
years after the explosion, the air around the behind Kyou’s back, or selling off power to the
area spun with small tornados and weird bits highest bidders.
of false lightning. Most wouldn’t enter that
section of town, even with protective gear. Now BACTOGARDEN
that has mostly settled down, but the ground The bactogarden is the home of SATI’s original
sometimes glows neon blue and bubbles like bacteria gardens. Designed to produce
liquid. enough bacterial sustenance to provide vital
For those willing to enter the area—of which nutrients, flavor, and texture to meals for up
there are few so far—there are likely discoveries to 10,000 people, the gardens now mostly lie
to be made in the twisted bits of metal, stone, in ruin. While the original two dozen globular
and bone that lie beneath its surface. What greenhouses remain standing along the
caused the lab to explode? What chemicals or northeastern edge of Mikro’s Fork, less than
data remain in the dented but unbroken steel half of those are still functioning as planned.
canisters under the earth? What equipment Designed to be self-sustaining, the
might be dug up, broken but useable, in the gardens were created from smartmaterials
wreckage? that automatically responded to atmospheric
A tiny mammal, commonly called a and weather changes. The large domes of the
cindermouse, seems to be one of the few greenhouses opened when it rained, angled
creatures that makes its home in the rubble. for best solar capture, and sealed themselves
Cindermice have naturally white fur, but tight in the event of volcanic eruption or upon Cindermouse: level 2
typically appear blue, possibly from tunneling detection of high levels of particle matter in the
through the neon blue ground. Their air.
underground nests are filled with scientific The still-functioning greenhouses continue
debris. They’re sometimes caught and sold as to produce bacterial sustenance, which is
pets in the Market District. mostly scavenged by those who have no other
means to grow or hunt their own food. The
HYDROLAB bacteria, when eaten raw and with little else to
A large building that rests atop an unnamed supplement it, causes the teeth to yellow, and
manmade water flow, SATI’s hydrolab utilizes often covers the fingers and mouth of those
who eat it with a sticky golden substance known The Exalted Traveler: A general goods store
as bactdust. that supplies items for both home and the
No one is entirely sure why the rest of the road. It’s one of the largest shops in the Market
greenhouses stopped working. It’s possible that District, and is close to the main northern
once actual farms were established, it was felt entrance. Most prices are reasonable—the
that the bactogarden was no longer needed, and shop is more about volume of people than high
SATI let it fall into disrepair. Some of the non- markups—but it doesn’t always have everything
functioning greenhouses have been vandalized in stock. In fact, there are some questions as
and broken into. Many of these are now homes to where, exactly, the owner gets their supplies
for humans and other creatures (for whatever from. But everyone likes the prices so no one
The torotix is an aquatic reason, torotixes seem to like to use them for their digs too deeply.
bird that lives along the nests). Others are still sealed, growing things The Red Quarry: Filled with devices that
shores of the Western inside that no one is willing to explore too deeply. no longer work, bits and pieces of armor and
Interior Seaway, but flies There are rumors than one such greenhouse was weapons, and loads of scraps that most people
inland to make its nests
broken into by a group of teenagers, who found don’t know what to make heads or tails of,
along the riverbanks.
that the growths inside had somehow become the Red Quarry is a treasure trove for tinkers,
Torotix: level 2 both sentient and carnivorous. scientists, and tecs. The owners, Braden and
Fernando, are amateur scientists themselves,
FLOATING FARM and are often working on some new, weird
Providing the majority of fresh food for the (and often unusable) contraption inside the
city’s inhabitants, the floating farm is a five-layer store. Visitors sometimes stop by just to watch
hydrofarm filled with “traditional” produce. them work, although they had to put a rope up
Traditional in this case means seeds and starts around their workspace after an unfortunate
that were brought from the future back to incident involving a laser cutter and an overly
Grevakc, including tomatoes, potatoes, berries, curious companion.
Mallowtubes are and mallowtubes. The Floating Farm is the only Bellasaurus Bakery: This tiny little shop
genetically modified place that these types of plants are technically offers baked goods, sandwiches, and more for
tubers with tough allowed to be cultivated, out of fear of invasive both humans and dinosaurs. The interior is
skin and the interior species. It’s protected by a micro barrier that is small, so most people use the walk-up window
texture and taste of
designed to keep pollen, seeds, and other plant to order. Most people find the shop by smell
marshmallows. They are
highly nutritious, disease reproductive means inside the garden. alone, and the owner, Mae, offers generous
resistant, and storable for The produce is grown using not soil, but samples to everyone—both human and non—
up to three years without nutrients in the water. Beneath it is a carefully who walks by.
rot. tended enclosed space in which native fish are The Merry Maiasaura: Geared toward
farmed (the plant matter that drops into the companions and other domestic dinosaurs,
space below feeds the fish). the Merry Maiasaura carries saddles, packs,
treats, food, and everything else imaginable for
MARKET DISTRICT the dinosaur in your life. The store sometimes
The market District is built upon what was sells small dinosaurs and mammals as pets or
once the main living quarters of the city. SATI companions, but only to people who show they
built simple and cheap row homes for the know how to care for the creatures.
commuters. They were small, slipshod, and did The Blind Iguanodon: This little tavern is a
little to protect families from the environment. hot spot for locals, but most travelers don’t
As the city expanded and people wanted to know that it exists—and locals try to keep it
create their own homes, the original buildings that way. It’s tucked in between a variety of
were abandoned or scavenged for materials. rotating stalls, and the door is difficult to find,
Merchants began to move into the area, marked only with a hand-painted image of an
building temporary stalls inside and on top of iguanodon. It’s here that most of the business
the remaining shelters, offering produce, crafts, conversations and deals in the city happen,
household items, and more. Now, the area is both the legal ones and the ones that are less
booming, with more than a hundred permanent so. The owner and bartender, for whom the
stores, makeshift stalls, and traveling vendors. space is named, is blind and knows all his
It’s the most common place in the city to buy customers by voice and footstep.
Nautil exchange, page 60 supplies. There is also a SATI-operated nautil Bones and Stones: Built from the teeth of
exchange, where travelers and citizens can turn various herbivores stacked and cemented like
SATI token, page 60 in their nautils for SATI tokens. bricks, Bones and Stones is located at the
Some of the most popular permanent stores southernmost edge of the Market District. The
include the following. building has two entrances, once facing south
and one facing north. Most who enter don’t pay Feather-floofing is a unique sound created
enough attention to realize that the building by feathered dinosaurs. The tic-tic-tic
inside is also split in half. baffled early commuters for a long time.
The half facing south (and thus, the Triangle Some believed the sound was the call of
and the Salmon Center) has large round an unknown and hard-to-spot creature
transalumina windows, inside which jewelry and living in the wilds of the jungles. Others
fashion of the finest craftsmanship beckon. The argued that what they were hearing was the
shop showcases necklaces ornately carved from ghostlike remnants of time travel or some
the black bones of nerezzas, rings of shined alien species. It was five years after the Nerezza, page 142
and polished gastroliths, and rare golden resin, first commuters arrived before someone
prematurely hardened by a special chemical discovered that the sound was made by
process into amber pendants. The clothes, dinosaurs shaking their feathers, much like
too, are fine and rare. Ornate feathered cloaks the train-rattling in peacocks.
and hats, wild colored leather and scales, finely
draped fabric woven of brightly dyed wetweave
and shimmering shrilk film. Inside the store is quarters, the city jail, a digital library called the
Aguirre. Tall and beautifully dressed, Aguirre has Repository of Knowledge, and a now-defunct Aguirre and Abrien:
elegant manners and a conversational style that dinosaur-themed science center. They’re all level 3; interaction and
makes everyone feel welcome. connected by raised, covered walkways made deception as level 5;
The door that opens on the north side (inside of thin, transparent strips of solarium. The each wears a small
voice-activated device
the Market District) looks as if it belongs to a walkways are rarely used, as many people find
that allows them to
different building entirely. Here, the stone is dark the act of moving across the solarium strips, communicate with the
and windowless. A tiny opening inside the black which shiver and shift with each step, to be other
door opens only to a special knock. A voice on nausea-inducing.
the other side will say, “Sticks and stones may The Dinosaur Sound Base: The Dinosaur Aguirre and Abrien are,
break my bones…” Anyone who answers with Sound Base is located in the defunct science in fact, identical twins.
“but will never break the law” is welcomed in. center, but has its own entrance and continues The two switch roles
Those who enter will find a slouching figure, to be operational. Once used strictly by regularly, and only they
wrapped in nondescript clothing. All around scientists but now open to visitors, the sound know which one of them
is which.
them are shadows and shapes: animals, base offers hundreds of stored audio files of
some still living, some not. Furs and feathers, dinosaurs roaring, walking, cooing, feather-
bones and teeth, claws, gastroliths, tails. If it floofing, and more.
comes from an animal and can be remade into The Tomb of Crocs and Kings: The Death and dying, page 70
wearables, it’s in this dark room and Abrien, the easternmost building around the Gathering
purveyor, will buy it, no questions asked. Circle is a large tomb, which holds most of the Some dinosaur
bodies of those who have died in Kelaino, both companions are large
enough that to store
GATHERING CIRCLE human and companion. Not all, of course, for
their bodies in the tomb
This large, round, open-air stadium is used buying a space inside isn’t cheap. It can cost would be incredibly costly.
for a variety of purposes. When there is excess up to 1 SATI token for a human, and more for a Others are just too big
power, the city holds public events in the space, dinosaur (depending on their size). to even be considered
from live concerts to holographic showings of Above the doorway of the tomb is inscribed without cremation.
one of the three movies that have survived time The Remains of Crocs and Kings.
and the elements. Those are becoming rare, A plaque on the right-hand side of the door The three holographic
movies are Robots of
however, and now the space is primarily used reads:
the Prison, Moonshine,
as a hangout for young people, abandoned and Foe of Twilight.
domesticated dinosaurs, and dupe sellers. I AM ABOUT TO TAKE MY LAST VOYAGE, A All were popular in the
The buildings around the circle are GREAT LEAP IN THE DARK years before the Last
community structures. They include a medical There is no attribution. Commute.
center, Kelaino’s main school, the venators’
Dupe, page 186
Venator, page 79
Once a body is led through the tomb doors, outside looking out for them. Lone visitors who
no one except the coroners are allowed to view get caught and jailed are likely to be in serious
it again. Mourners pile the front steps high with trouble and may die in Grerock.
Osteons, page 30 bones, remnants, and flowers. Many osteons Grerock guards are venators who drew the
do their work here, using the offerings to read short straw, so they’re often the least qualified
the bones, and connect the living with the dead. and most poorly trained. Abuse, bribery, and
Grerock Prison: Grerock is easy to get into health issues are common among prisoners.
and nearly impossible to get out of. Getting in
is as simple as this: get caught by a venator THE TRIANGLE OF THE FAITHFUL
doing something they don’t like, say hello to A place of wealth, power, and prestige, the
Grerock. Getting out? That’s a whole different Triangle of the Faithful is a small section of the
Cyberdrone, page 137 matter. At least legally. The city council doesn’t city that is heavily guarded by cyberdrones and
want to handle criminal issues; they want to venators. Here is where the elite live, those
leave that to the venators. But the venators who may or may not have a connection to SATI
don’t have the power or knowledge for creating (although most do, if only by way of bloodline
a court system, so they basically wait until or friendline) but who have the wealth and
someone comes to them and advocates for the prestige to buy their way into the elite.
release of their friend, relative, or coworker. It’s rumored that there is a large bunker
That means many people who land in beneath this area, designed to offer protection
Grerock stay there indefinitely, waiting for against the impending asteroid (and other
someone to remember that they’re there and dangers), with a single entrance inside one
plead for their case. More often than not, it’s of the large houses on the point. Whether it’s
members of groups and gangs who actually get true or not, it’s one of the many draws to living
released, because they have someone on the inside the Triangle.
One of the other draws—at least for some— exciting prospects, hungry creatures with giant
is that dinosaurs are not allowed. A few years teeth, or just good old-fashioned kidnapping by
back, there were complaints, apparently over some riverbank pirates. It’s said that you can
the amount of damage the creatures were always tell a new arrival by the way the gold of
doing with their defecations, and the city the docks is reflected in the whites of their eyes.
council agreed to create a dinosaur ban. Interesting Opportunities: From bars and
At the very end of the Triangle is a large, gambling houses to on-the-spot art and black
unnamed tower. Its metal weave rises, coiled market devices, there’s much at the Gold Docks
and twirled like an elaborate staircase topped to turn someone’s head. The Gizzard Stone
with a series of large tilted squares. At its feet is the most common place to begin, with its
rests another of the tilted squares, half buried unique stonelike exterior and salty scent. Part
in the dirt. It seems possible that that fallen food and drink establishment, part gambling
square was part of the tower at one point. hall, part room rental, and part “whatever
The tower is believed to have once been an you want my name to be,” the Gizzard Stone
important part of time travel, but no one’s been promises to give you whatever you want for
able to pinpoint what its role was, or whether cheap, as long as you don’t care about the
it’s still functional. It constantly emits a quiet, quality. No one can ever find the owner of the
buzzlike drone between sunset and sundown Gizzard Stone, a chap named Seifer. In fact, no
that can be heard throughout the Triangle. Most one’s seen him in years, come to think of it. But
people who live there long enough claim they the manager, Tedrik, seems to be doing just fine Tedrik: level 4; deception
can no longer hear it. without him. (If you ask Tedrik about Seifer, he and persuasion as level 5
will invariably say that Seifer just stepped out
THE DOCKS and should be back at any moment.)
There are three docks in Kelaino: the Gold Docks, Exciting Prospects: Wealth, power,
the South Docks, and the Salmon Center Docks. prestige… you can have it all, according to the
The latter two are fairly quiet, as they’re only bonereaders and fortune tellers who beckon
available to those traveling from the South and whisper. Sit and have a listen, and for just
Docks to the Salmon Center and back again. 1 or 2 nautils, they will tell you everything you
The lengths are lined with signs that say exactly want to know about your future—and how to
that, in no uncertain terms, and in case anyone make it perfect.
can’t read, there is the strong presence of If you really want to improve your prospects,
venators, who pace the lengths with the unique you can head over to the Floating Nautil, where
combination of boredom and suspicion that you can learn how to invest in what’s sure to
only guards with nothing to guard can muster. be a booming business, purchase a beautiful
plot of land, or go halfsies on a can’t-lose
THE GOLD DOCKS dinosaur wrestler that this gentleman just
The Gold Docks are busier and, thus, far more happens to have heard about. That isn’t to
interesting than the other two. They bustle and say all, or even most, of the opportunities on
hustle with tradeships from nearby river towns the Floating Nautil are scams. The lassaboat Lassaboat, page 110
and fishers bringing in their catch. Trained captains are always looking for good workers
aquatic creatures and boats are available for to do back-aching, heartbreaking labor aboard
rent or sale, as is equipment, fresh seafood, fish the lassaboats trolling the Seaway for 5 nautils a
and other aquatic catches, and, often, anything day. And there’s always a place for good talkers
else that might catch your eye. among the roadknights. If none of that appeals Roadknight, page 79
Many people who arrive in Kelaino for the (or succeeds), there’s always the chance
first time never make it off the Gold Docks, of making new friends, perhaps even with
having been waylaid by interesting opportunities, someone else who’s just about to strike it rich.
inside a short tube with a spring at the bottom. If ash falls upon you during the festival,
When they’re ready, the spring pops, pushing it means you will have a year of good luck. If
the end of the pie up so that it can be eaten embers fall upon you, it means you will see or
while walking. A yellow drink with slight hear the story of your death before the morning
hallucinogenic effects, affectionately named light, although you may not recognize it as
dinopee, is sold from big metal containers on such. Dinopee isn’t actually
street corners. made from dinosaur pee,
Trainers show off the special skills of their Festival of Time: This festival lasts six days, but but you wouldn’t know
dinosaurs. Young, tame dinosaurs are brought mostly takes place at night. Unlike the other it from the taste. Still,
the drink takes about a
out from the labs to create a petting zoo of holidays, this one did not spring from the mind
year to ferment and is
sorts. Osteons tell fortunes and read the bones. of SATI, but from the people themselves. It’s typically available only
The buildings around the Gathering Circle based on an old folktale, one whose origin during the Wild Walk, so
typically keep their doors open all day, with the has been long lost, but is likely rooted in the it’s a popular choice.
sound base being a particularly hot attraction. commuters’ early desire to return home after
As darkness falls, everyone gathers at the the Last Commute.
Gathering Circle. They bring a light of some It’s been passed down by word of mouth, and
kind and sing, dance, tell stories, or play music. the current version goes something like this:
One or more young people usually ignites Once, the people of the world fooled time into Some of Kelaino’s
something loud too close to a dinosaur, which believing that it wasn’t passing. They did this by holidays and events
tramples someone or something in fear. staying up all night and lighting the sky so bright have spread to other
that it still seemed like day. With no moon and no parts of Grevakc, often
accompanied by the
Festival of Ashes: This festival, both somber stars, time thought that it was still day long after
unique tweaks that
and joyous, occurs when the fields are burned the day had passed, and began to be upset and happen when something
at the end of harvest season. It’s a celebration stamp its foot. This shook the earth so hard that is passed along by
of endings and beginnings—but mostly it’s a even the volcanoes were afraid. nothing more than word
celebration of burning things until they become The people did this for six days and six nights. of mouth.
ash. And each day, time grew madder and madder,
Working for weeks and sometimes months thinking that it wasn’t passing, that it was stuck.
ahead of time, citizens design and build a giant And at the end of the sixth day, time grew so
hollow volcano that fills most of the Gathering mad that it twirled and stamped and twirled and
Circle. The morning of the celebration is when stamped, trying to get to the future where it knew
the scientists arrive. They bring their failed it belonged. It twirled so hard that it caught all the
experiments, their irreparable devices, and their people up with it, and then it carried them to the
lab concoctions gone wrong, and they dump future.
them all into the gaping center of the structure. To convince time that it is no longer passing,
Last goes a mixture of chemicals designed to celebrants stay up all night, for six nights in a
create something resembling eruption. Only row, lighting the sky with solar lights, bonfires,
once every few years does someone hurt flares, dinosaur upgrades, bioluminescent
themselves while lighting the whole thing on creatures, pyrotechnics, lasers, and anything
fire or during the subsequent explosion. else they can buy, build, or think of. Most meet
The festival lasts as long as the volcano’s at the Gathering Circle, but some keep the
insides burn, which can be anywhere from a few tradition by themselves at home. What people call
hours to many days. Festival-goers wear masks The catch is that in order to truly fool time, magnolias in the
and elaborate costumes that they design and the celebrants must stay up all day as well. To Cretaceous aren’t exactly
create themselves, often matching their outfit, this end, a special stimulant made of magnolia the same as the ones we
thematically if not identically, to those of their leaves, lab chemicals, and crushed termites know today, but they’re
friends and companions (human, dinosaur, or (most people don’t ask what it’s made of) is similar, as they’re in the
otherwise). Long before the festival has ended, rubbed along the gums or dropped into the same family.
most festival-goers have shed their costumes eyes to help people stay awake. Most don’t
Prehistoric termites
and thrown them into the all-consuming make it past day three, giving the true believers are much the same as
flames. an excuse for why time did not come and we know them now.
Large pits are set out all around town, where snatch them up to the future with its angry They even build termite
various types of meat are cooked in deep piles tantrum. mounds.
of ashes and embers. The meat, known as
cinderbits, comes out charred and blackened
all the way through, but so tender you almost
don’t need to chew it.
Sowing Seeds: A seed smuggler who calls himself Geordie is willing to pay a good price for
anyone who delivers seeds of any kind to him from the Floating Farm. Of course, the venators
might reward someone just as handsomely for turning the man in.
Night Noises: Hoots, honks, and bellows resound throughout Kelaino, particularly late at
night. Most of them seem to come from the Gridelin Wilds, but no one has been able to figure
out what’s making the racket.
Dark Stalkers: A couple says they’re being stalked by members of the Beasts of Darkness. At
first, they’ll say that they have no idea why it’s happening, but a little digging will show that
they originally agreed to join the gang, but then backed out at the last second. They’re afraid
they’re being hunted down for spite or revenge.
Hungry Creatures with Giant Teeth: While covers and shields, moving across the surface
there are giant, deadly crocodiles lolling of the water with the aid of special low-gravity
about near the docks just waiting for some devices that not only buoy them, but help them
unsuspecting creature to dangle an appendage jump, glide, and climb. For some reason, the
into the water during snacktime, they’re not water creatures don’t seem to bother them.
the ones you really have to watch out for. It’s Perhaps they’ve made a deal with the creatures,
the plesiosaurs that are truly worrisome. These or perhaps it’s their slippery nature that keeps
large carnivores look a bit like giant penguins, them out of harm’s way.
Vassie “Two-Leg” if a giant penguin could leap out of the water, Vassie “Two-Leg” Hammet is the riverbank
Hammet: level 4; jump, clasp you in its giant toothed mouth, and pull pirate crew’s leader. She’s spry, wiry, and
glide, climb, and float you off the docks into the depths. All before you younger than she would like anyone to know.
as level 6 (when using
could say, “What is —?” She became the leader by accident, after she
low-gravity device);
intimidation as level 5;
It doesn’t help that when they’re floating in came upon the body of the former leader,
Armor 1; wears a the water nearby, with their fat, furry bellies decapitated and half buried in the shore stones.
necklace that’s filled with to the sky, they look fairly cute and cuddly. The rest of the crew thought she’d done it, and
a glowing blue liquid; More than one visitor has made the mistake bowed to her ferocity. She’s never told them
carries two small shivs of leaning over too far to look at the sweet and the truth. When she has a bit too much dupe
Dupe, page 186
innocent creature in the water below. The city in her system, she might tell a wild story of
has hired people to set out various types of nets being raised by masked strangers inside an
and traps, but somehow the creatures keep underground bunker, poked and prodded, cut
slipping out of them, apparently unharmed. open and sewn back together. Even though she
Common dock talk is of who will be the one to shows them what might be scars, none of the
finally devise a way to capture or destroy the crew knows whether to believe her. They think
local plesiosaurs once and for all. she more likely got them in a knife fight and
Riverbank pirate: level 3; Good Old-Fashioned Kidnapping: Riverbank that she just wants to tell a good story.
jump, glide, climb, and pirates sound a bit like a joke, and perhaps they The crew doesn’t kidnap everyone they
float as level 6 (when are, for they are just as they sound: pirates who encounter, only a select few. When most people
using low-gravity device); don’t leave the land and don’t have a ship. But tell stories of a blur, a voice, and a hand in their
carries a crossbow with
when it comes to the riverbank pirates of Gold pocket, listeners will nod their heads knowingly
sleep darts that cause
their foe to be stunned for Docks, it’s best not to laugh. Instead, hand over and say, “Ah, you got riverbanked.” When the
two rounds your nautils, your weapon, and possibly your pirates do kidnap people, they seem to think
partner or companion, and hope that you get to it’s important to take their captives alive, but
Stunned characters lose live, at least for a little while longer. what they do with them after is anyone’s guess.
their turn (but can still These “ground pirates” know the edges of No one’s heard of people being ransomed or
defend against attacks the river, the ebb and flow of the harbor, and escaping from their clutches, so it’s likely that
normally). the crevices of the docks so well that they’re they sell their victims off to the highest bidder
almost impossible to catch in the act. They use for some type of slave labor. Or, worse, some
the docks and the areas below them as their kind of horrible scientific experiments.
failed attempt to save his children from certain Carnivorous creatures, rampaging bands
(and bloody) death. of thieves and cutthroats, and even more
A number of small towns have dotted up dangerous elements dot the road, just waiting
here and there along the Torotix, thanks to for unsuspecting or unprepared travelers to
the supply of clean water and easy passage, pass by. Many travelers hire guards, purchase
but most never quite flourished. They tend trained dinosaurs, and come equipped with
to have a strong start and then die off, often whatever high-end weaponry they can make or
abruptly, leaving behind what’s known as a afford for protection. Others set out and hope
shadow town. All shadow towns have the same to stay under the radar of the most dangerous
characteristics: they’re in heavily jungled areas criminals and predators.
along the river, they disappear abruptly, they It’s not uncommon to see large caravans—
rarely show signs of destruction or carnage, long trains of dinosaurs, humans, and
and most of the inhabitants’ belongings are left vehicles—traveling together. They may not
behind. The ground in a shadow town is always start out that way, but they group together over
soft, as if something has loosened the soil time, out of friendship, a need for protection, or
from below. Sometimes there are deep holes some other purpose.
dug in the earth, holes that close up shortly Some of the largest and most interesting
after. towns are located near or along the Chalk Road,
Kelaino, page 77 People who guide boats up and down the including Kelaino, Addermire, and Bonehaven.
river sometimes tell stories about catching While most of Laramidia is heavily jungled,
Addermire, page 98 glimpses of giant spiderlike creatures, blue and large sections of the Chalk Road, particularly in
gold, as big as a human, skittering from the the middle, are flat and desertlike. The ease of
Bonehaven, page 96
shadow towns at dusk toward the water. But passage offered by the relatively flat landscape
they don’t stay to watch. They turn their heads, is offset by the harshness of the weather—long
urge their boat a little faster, and try to push the stretches with no fresh water, no cover, and no
vision from their dreams. signs of civilization.
concoction, which they then imbibe to improve of the expanse. It’s impossible to estimate
their visions. how many lives Bonehaven has saved, but its
A group of bandits who call themselves sizeable graveyard is testament to how many
katchas, after the lizards, stake themselves people were so far gone that not even a cool Katcha (human): level 6;
out along the road, using a substance made drink and some medical attention could keep carries light and medium
from the bacteria to poison their weapons. them from going to the ground. weapons coated in a
They seem to have developed a tolerance for Outside of the desert stretches, the Chalk poisonous substance. A
successful attack poisons
the bacteria, perhaps because the lizard meat Road’s environment is more forgiving.
the victim, causing a
is their main source of protein. They are well Underbrush dots the landscape, as do flowering paralytic effect for two
organized, knowledgeable about the area, and plants and huge jagged rock formations that, rounds.
bloodthirsty. from far enough away,
The Pits of Phyrric: resemble herbivores
This Phyrric Pass grazing. Much of the
community, built on eastern length of the
the rim of a deep and “If the fighting or the route is wooded, with
dusty crater, is less fever don’t kill you, the large sections covered
actual town and more Anaconda surely will.” in marshland and
death trap. Those wide, lazy rivers. The
who travel there do so closer the route gets
to kill, die, or make money off those who are to the sea, the wetter, greener, and warmer it
killing and dying. The main draw is the pit itself, becomes. Most people who live in this area
where dinosaurs and humans are pitted against have built homes and walkways high in the
each other in fights to the death. There are no trees, out of the dangers of sinking sands,
rules to these fights other than those set by the murky waters, and carnivorous creatures.
pit bosses. Many of the fighters—humans and Chimeras: A common problem for
dinosaurs alike—are captive, forced to compete unprepared travelers, chimeras are a unique
for the pleasure and purses of their “owner.” type of mirage that occurs when traveling
The current human champion is a woman through jungly, swampy areas along the
called the Anaconda, who has cybernetic whips Chalk Road during hot weather. As the still,
implanted in her hands. People whisper that excrement-filled waters heat up, they release Anaconda: level 8; Armor
she was once an acclaimed scientist in a big heavy fumes that can cause headaches, voices, 2; has cybernetic whips
city, but that something went wrong during and hallucinations. Some claim to see the in her hands that do 8
an experiment and she was driven from the future—tall white buildings against black points of damage to foes
in close range; can attack
community. It’s estimated that she has killed skies is a common vision. Others hear and
two different targets on a
more than a hundred humans, and at least see the dead. Still others see only terror in the single turn, one with each
twice as many dinosaurs. She works for a pit form of rampaging teeth and claws. Chimeric whip hand
boss named Piaras Tullio, who seems to hold experiences are a common cause of death
some kind of power over her, but no one knows along the Chalk Road, not because of the fumes Piaras Tullio: level 6
why. themselves, but due to the way that people
The one bit of relief from the terrors of the respond to the visions. They may run off into
desert comes in the form of Bonehaven, a the jungle, attempt to hide themselves in the
traveler’s town almost smack in the middle swamp, or talk to their “grandmother” (which
Vintana sertichi is similar Rodents of Unusual Size: People have begun to notice that the edges of some of the city’s
in appearance to a tiers are crumbling and caving in. At first, they thought it was the result of increased activity
modern-day groundhog, between the rival groups. But now they’re pretty sure that a family of large groundhog-like
but at an average weight mammals known as vintana sertichi are building tunnels beneath the city.
of 20 pounds (9 kg) it’s
almost three times the
size.
most don’t have the science background or For the most part, the inhabitants of Okythoe
Vintana sertichi: level 3; experience to truly advance the organization’s try to ignore the chaos caused by the groups
perception and digging goals. They have no true leader, but rather they and typically steer clear of them whenever
as level 4 all abide by and work toward a simple credo: we possible. Despite whatever the groups
deserve to rule the world. Or at least this town. believe—and most inhabitants would be
The King’s Court: Named not after any hard-pressed to come up with all three of their
Acroplocerex, page 130 human monarch, but after the acroplocerex (a names and what they’re trying to accomplish—
heavily armored dinosaur whose name means the city’s been doing just fine. Or it would be
“high armored king”), the King’s Court title is again, if they’d get the hell out and leave it
SATI Loyalist: level tongue-in-cheek, a dig at the SATI loyalists who alone.
3; Armor 1; carries a seem to think they would, and should, be kings. Since they don’t seem to be about to do that
medium ranged weapon The group is made of intellectuals—many of anytime soon, a small group of Okythoeans have
them osteons or scientists—and their weapons gathered supplies, saddled up their dinosaurs,
King’s Court member:
aren’t swords, but words. They give speeches and are planning the long trek to Kelaino to seek
level 3; one field of
scientific knowledge as on the street corners to rouse and engage the help from the SATI leaders there.
level 5 population, urging them to revolt against SATI’s
desire to rule them. They’re attempting to put BONEHAVEN
Osteon, page 30 an election process in place for the people, Located along the Chalk Road, Bonehaven
but progress is hard-won and slow-going. If began as a tiny roadside tent set up by the
Butterflies, page 118 anything, it’s the Butterflies’ chaos-creation entrepreneur couple, Camila and Aida, to
that is doing the most to impede forward serve the needs of travelers on their way from
movement. anywhere to anywhere. Bonehaven wasn’t the
Butterflies in Okythoe: The Butterflies that only supply store to crop up along the Chalk
live and operate in Okythoe are perhaps unique Road, but it was perhaps the most unique. In
among all other members of the group, in addition to buying and selling basic supplies
For more information on that they don’t rely on subterfuge, long-term and luxury items, and providing temporary
the town of Bonehaven undercover ops, or any of the other accepted respite from the elements, the couple offered
and dinosaur wrestling, techniques of the group. Instead, they fight a variety of entertainment options, the most
including betting, popular
dirty, seizing opportunities wherever they can, popular of which was trained dinosaur
wrestlers, and more, see
the adventure “Promised
without caring who knows about it or who gets wrestling.
Land” on page 174. hurt in the process. Since then, the town has gained a reputation
In fact, other butterflies around the world as the best place to watch, bet on, and even
might disown them, if not for the fact that participate in the popular sport of dinosaur
they are still getting the desired results, even if wrestling. The city’s founding couple, Camila
their means are suspect (and “suspect” for a and Aida, long ago stopped running the town to
guerrilla organization like the Butterflies means focus their energies on the dinowrestling side
they’ve gone pretty far off the rails). of things. Lately they have been talking about
passing the business along to someone else, natural, enhanced, size, breed, weight, skill set,
and heading off into the world to try their hand experience, and so on. One of the most popular
at something new. There is much speculation is the adult sauropod bouts, where the giant
and gossip regarding who will take over the dinosaurs entwine their long necks, stamp their
business. feet, and even knock heads, each attempting to
Now, mostly thanks to the dinowrestling, bring the other dinosaur to its knees.
Bonehaven is a fairly bustling, burgeoning town Meat District: Bonehaven’s so-called “meat
of more than 1,000 people. It’s not unusual to district” is for both humans and dinosaurs
see a wide mix of travelers and locals, dinosaur alike. Street carts, taverns, and vendors with
trainers and breeders, SATI members and portable backpack grills serve up a Bonehaven
Butterflies and even the occasional genesi, all specialty—meat on a stick called dosan. Tender,
standing together outside of a ring, rooting for spiced, and encrusted with crushed eggshells,
their favorite creature to win a bout. dosan is the kind of thing that people are sure
Many a hopeful dinosaur trainer or breeder they’ll hate, but quickly decide they love.
arrives in Bonehaven dreaming of making their The rest of the area is filled with butchers
fortune in the ring. A few do, but many end up who offer regular cuts of dinosaur meat for
falling into the clutches of addiction, gambling, humans, and larger cuts (or whole creatures)
and eventually, petty crime. It’s a town that for various types of dinosaurs.
offers many easy ways to fall, and becomes the Graveyard: Bonehaven is one of the few towns
final resting place of those who can’t resist the with an actual graveyard. It started after Camila’s
temptation of self-destruction. grandfather, Jovany, passed away. An original
Dinosaur Wrestling: Dinosaur wrestling is a commuter who remembered the burial services
sport that is designed to offer entertainment of his own parents back in the future, Jovany
to participants, a decent living to trainers, and insisted he be buried in the ground with a coffee
a safe form of fun for the dinosaurs. Good and a headstone. Since then, the graveyard has
wrestlers are a valued commodity, as are good grown with each passing year. The graveyard
trainers. In wrestling, the dinosaurs are trained is beautiful and well tended, protected from
to fight to win, not to harm or kill each other. predators, and for humans only. Some come to
To ensure the fairest wrestling matches, Bonehaven to die, in the hopes that they too will
participants are divided into a variety of classes: become part of this unusual monument.
Church of the Rising: Some call it a church. Others a cult. Either way, the leader, Armas
Yonatan, is gathering quite a flock of young people who believe that gambling and drinking are
sins, and that the only true path to the gods is by flight. They are building all kinds of unusual
flying contraptions and enhanced creature wings, but only for those who claim allegiance to
the Rising Gods. The local businesses are unhappy about the ongoing loss of patrons.
A Dream of Home: After returning from a small island in the Seaway where her daughter was
bit by something unknown and became gravely ill, a woman named Deka is desperate to
return. She doesn’t want to leave her daughter, but believes that the island holds the secret of
the cure to her daughter’s illness.
Hedging His Bets: An ambitious businessman recently started selling insurance to cover
shipwrecks, creature attacks, and storm damage. It was going great, but there have been three
shipwrecks and four creature attacks in the last month. Is there something fishy going on, or is
he just having a run of bad luck?
also the only known remaining robotics expert wetweave. The town also produces various
in Grevakc. She had an apprentice many years other commodities through genetically altered
ago, but he was killed by one of her creations, dinosaurs and other creatures that produce
and she never took another. She’s recently wool, feathers, milk, and meat.
come to realize her knowledge is going to die Spiders are raised in large greenhouse-like
out with her if she doesn’t do something soon. enclosures called grisetts. Shaped like a tunnel
Her long silver hair is typically knotted high with a curved roof, a typical grisett is 40 feet
on top of her head, and stuck through with (12 m) long and 20 feet (6 m) high, and houses
long silver hairpins that she brought back in up to 500 spiders safely. More than that and
time with her. She laughs easily, is thoughtful in it is difficult to keep them from fighting each
conversation, and works in her workshop every other or from falling ill. Overpopulation can
day for as long as her back can stand it. also cause the spiders to stop building webs, or
These days, she mostly creates small to create silk of lower quality.
automatons that do chores as gifts for her Grisetts are filled with the skeletons of large
friends and fellow scientists. But she misses dinosaurs, cleaned and preserved, and then
the days when her work had a purpose. piled high atop each other in elaborate designs.
The spiders create their webs in the openings
HENDRICKSON between the bones. It’s been found that the
Hendrickson, a town of dupe growers, spider more ornate the bone structure, the more
farmers, and weavers, is the production place ornate the webs. The spiders are fed a variety Aconite: level 3, all tasks
involving spiders as level
of much of the fabric, textiles, and leather of live food, including young bambiraptors and
5 or 6 (depending on
that are used throughout Grevakc. Most of it lizards. unique modifications).
is sold in bulk to tailors, armorers, and other A caretaker, known as an aconite, lives inside
crafters in Kelaino, Addermire, and elsewhere. each grisett with the spiders. Aconites design
Wetweaves and other special fabrics are also and create the bone structures, watch over Wetweave, page 61
commissioned from SATI higherups for lab, the spiders, harvest the silk, and, if the need
armor, and equipment creation and repair. arises, sacrifice themselves for the good of
The town has a population of about 500 their charges. Being an aconite requires not
people and, it’s estimated, well more than just a scientific understanding of spiders, but
100,000 spiders. It’s one of the few places the ability to connect with them on a more
given official SATI approval to raise the emotional level. Many have undergone various
genetically modified orb weaver spiders processes to become more spiderlike in their
that produce the special fabric known as appearance or outlook. A good aconite can
double or even treble a spider’s production, and with the oils still intact, is used in explosives,
Genetically modified
thus are in high demand. weapons, and as fuel. Black bullets are known
orb weaver spider: level
3; bite inflicts 3 points of
The most common types of spiders to be temperamental, and more likely to bite
damage, and victims who cultivated in Hendrickson include the following. than other spiders.
fail a level 3 Might defense Genetically modified orb weaver spiders: Ninjaweavers: Aggressive, fast, and deadly,
roll also receive a dose These rare and coveted spiders produce a the ninjaweavers wouldn’t be worth raising
of venom that knocks unique silk that’s used in the production of if not for their silk—a superstrong, highly
them one step down the the weatherproof fabric known as wetweave. elastic translucent material that reflects light
damage track and causes They’re about 6 inches to 1 foot (15 to 30 cm) in such a way that makes it almost impossible
paralysis for one round
long at adulthood, and are known to have for humans (and likely insects) to discern,
Ninjaweaver: level 4;
unique and engaging personalities. They are even when it’s woven together. It’s in high
camouflage, hiding, unlikely to bite, and will retreat or eject their demand for traps, fishing line, and nets, as
and sneaking as level 5; legs if they feel threatened or trapped. well as camouflage armor, tents, and weapons.
initiative as level 6; bite Black bullets: Looking more like ants than Ninjaweavers are difficult to control and
does 5 points of damage spiders, with elongated, segmented bodies, cultivate, as they tend to wrap themselves in
black bullets move with a herky-jerky motion. At their own webs, becoming almost impossible
Black bullet: level 3; bite nearly 2 feet (60 cm) long, they’re believed to to spot. They’re more willing than other spiders
does 2 points of damage
be the largest engineered spiders. Black bullets to bite anything that seems even slightly
The cultivation of spiders create a thick, all-black silk that feels oily to the threatening, including aconites and each other.
to produce fabrics is touch before processing. It’s most often used Most spiders typically live around 10 to 15
called hypheculture, or to create household items like blankets, pillows, years. When they die, their hides are turned
web farming. and furnishings. Unprocessed black bullet silk, into spiderleather, and then shipped to Kelaino,
The Case of the Yellow-Bellied Spiders: A new type of spider has begun appearing in the orb
weaver’s grisetts recently. It has a yellow belly and yellow legs, and it seems to be able to
move among the other spiders without aggravating them. No one can figure out how they’re
getting in or what they’re doing there. Is it guerilla warfare from another silk-producing town? A
mutation? Or just an accident?
where it is used for creating armors, packs, and THE CINDER OCEAN
clothing. The hides with the softest setae are An enigma not just to those who live here
preserved with the hairs still intact and used now, but also to those scientists of the future
for baby blankets, extra warm clothing, fashion who first discovered its existence, the Cinder
accessories, and specialized items. Ocean is wide, flat, and liquid. Or sort of liquid.
Around the outskirts of the town, another The ashy soil is sometimes firm like dirt and
type of crop thrives: an herbaceous, viney sometimes fluid, more like quicksand. When
perennial known as Dutchman’s Pipe. the ground is in its fluid state, most things that
Sometimes called pipevine, the plant has touch it end up sinking down into its depths
myriad medicinal uses, including as a pain within a matter of minutes.
reliever, a disinfectant, and a treatment for The entire expanse—roughly 30 square
snake and spider bites. It’s believed to repel miles (48 km)—is comprised of a reddish
reptiles, including snakes and lizards. It can grey material that is both ashy and pebbled.
also be poisonous when ingested, and is used Touching it leaves a grey smear on the skin that
in scientific research. is difficult to remove. Virtually nothing grows in
While Dutchman’s Pipe grows in the wild, these “hot spots,” and if it does, it typically gets
it’s hard to find naturally in quantities large swallowed up quickly by the sucking earth.
enough to distill into dupe, a euphoria-inducing Whether the earth will be solid or fluid on
drug that is in high demand. This makes any given day or hour is something that is still
Hendrickson’s fields a hotspot for thieves and puzzling scientists, who are unable to find a
drug dealers. The fields are protected by heavy pattern that makes sense. It changes more
electrified woven fencing (built from spider silk quickly than it should, given what science Electrified woven
and wire) that keeps out most thieves. Armed knows about matter and mutability. What’s fencing: level 8
SATI guards also patrol the fields to prevent particularly intriguing is how animals react to
both break-ins and take-outs. Workers who are it. Most herbivores seem to have a good sense SATI guards, page 149
caught stealing the plant are punished by being of when the ground will be firm enough to
evicted from the town permanently, without walk across, while carnivores don’t; they often
being given an opportunity to gather their head across the expanse only to stumble and
things or say goodbye to their family. There is begin to sink after their first few steps. Lizards,
very little theft (at least not from the inside) snakes, and insects seem to avoid the area
currently. altogether (but that might be because there is
little to no food available there).
THE BOOT There are islands of stability speckled
While, in theory, the Boot encompasses the throughout where the land never changes form.
entire southern end of Laramidia, there are They’re easy to see because they’re the only
really only two places that people think of when spots in the area that have vegetation—tall,
they think of the Boot: the Cinder Ocean and thin, twisted trees called rebelwoods that rise
the Blackbone Forest. Everything else is still up and spread their branches out over the hot
tightly tangled jungle, requiring explorers to spots, as if in defiance of the instability around
hack their way forward, one slow, hard-earned them.
step at a time. Some of the islands are as large as half
a mile across, and sustain life beyond
vegetation—both animals and humans who’ve
built their habitats among the trees. One of the some of the objects that mean nothing to those
largest of these islands is home to a group of uncovering it. How did it get here? What was it
scientists who have been studying the Cinder used for? What happened to it?
Ocean from the inside for almost 15 years. The Those too young to remember anything
scientists there call it the Sanctum, and they’ve beyond Grevakc are finding themselves
built a raised walkway that goes from island to drawn to this place, where their parents and
island, all the way to the northern edge of the grandparents tell them not to go. Traveling to
Cinder Ocean. the Blackbone Forest is something of a rite of
The scientists believe that something went passage, a pilgrimage, for third- and fourth-
terribly wrong here, something that is related to generation youth seeking to learn more about
the Last Commute. They have many theories, when and where they came from. Most parents
but no solid explanation as of yet. forbid it, which makes it all the more appealing.
Many who travel there die along the way, of
THE BLACKBONE FOREST course. Those who make it there often don’t
More than a hundred years ago, this forest find what they seek, unable to make sense of
burned to the ground. The official SATI story the destroyed bits of the future. Some who
is that a campfire got out of control during do believe they’ve gained understanding
a routine exploratory outing, but it doesn’t or knowledge stay on, bolstered by their
take a forensic scientist to see through that discoveries to help others who arrive seeking
explanation. A large crater-like indentation wisdom and guidance. Others stay to take
marks the site of the fire’s origin, and the advantage, robbing new arrivals or selling them
devastation patterns seem to indicate that useless junk under the guise of helping.
whatever ignited the forest did so all at once,
rather than in the slow, haphazard spread that
would have occurred with a campfire-sized UPPER LARAMIDIA
start. Sometimes called the U.P., Upper Laramidia is
The blackbones of the forest’s name aren’t characterized by vast stretches of jungle, wide,
the delicate charcoaled trunks that remain deep rivers that no one has cared about (or
standing, but rather the glistening obsidian dared) enough to name or explore, and hidden
bones of the dinosaurs that died in the flames. SATI bunkers.
The fire burned in such a way that it carbonized
the bones in the exact position where the REDJAW WILDS
Phyrric Pass, page 92 creatures died, creating ghastly and beautiful The Redjaw Wilds is a ragged, humid jungle
reminders of their sudden death. The sight is stretching from just above the Phyrric Pass
SATI bunkers, page 104 made particularly poignant by the stark contrast all the way to the mountains in the west. It
of the bright green grasses and underbrush includes a number of SATI’s hidden bunkers,
that coat the ground beneath the skeletons. as well as unique areas that are of interest to
Flowering vines twine around the black bones, scientists.
Supersauri, page 146 and butterflies, moths, and honeybees dive and This is the most likely place to run into a
dance among the brightly colored petals. supersauri, as well as various other large, often
Chalk Road, page 92 In the middle of this weird concoction of carnivorous dinosaurs that never stray south of
old devastation and new growth, a young the Chalk Road.
generation is finding hope and the chance to
touch the future of their past. Buried in the THE TANTRUM
new growth and the charred soil is something Rising high above the surrounding forests, the
else: twisted, charred bits of metal and Tantrum is an active volcano—a loud, wildly
melted plastic (a material that’s rarely seen in unpredictable active volcano. It sputters and
Grevakc) that have fused together into new, spews, sending heat and ash into the air, runners
odd creations. There are words and graphics on of lava oozing down its sides like red tears.
And all around it are plants and creatures For security reasons, it’s the Butterflies’ only
that live nowhere else, ones that seem to be permanent base, and it’s well protected and
specially adapted to the heat and volatility of well hidden. And just in case the impossible It’s possible that the
their surroundings. Tiny lizards, mottled red happens, the entire cavern is equipped with Chrysalis—and their
and black, open small winglike appendages and mechanical traps, puzzles, devices, protective pride in it—could
glide across the hottest spots. Larger, thornier creatures, and even explosive gasses, all someday be the
Butterflies’ downfall. Will
lizards can filter and absorb necessary water designed to give the Butterflies a chance to
they escape with their
through their skin. Bright orange flowers dig get away with as much of their equipment and lives if they ever need to,
their roots deep into the cracks caused by the research as possible. And to destroy anything or will they stand and
disruptions. Some small dinosaurs even seem that they don’t want to leave behind. defend in the hope of
to have found ways to adapt, changing their As a general rule, the Butterflies eschew protecting their beautiful
habits to become more nocturnal so they can technology, so the majority of the base has been home?
hunt and travel when the temperatures are carved out, built, and furnished by hand. Most
lower. people who join the Butterflies want to become
spies or impersonators, but the truth is that
DRACO SPLIT the group is always in need of people who can
The Draco Split is a large inland lake created design and build things, from chairs and tables
where four large rivers join. It’s named for to devious mechanical security devices.
the huge herds of herbivorous dinosaurs, Only a few hundred of the Butterflies in
particularly dracorexes, that make the shoreline the Queen’s innermost circle know the exact Dracorex (“dragon
their home. Dracos are communal creatures, location of the Chrysalis. Fewer than fifty king”) is an herbivorous
with the entire herd watching out for each other actually live there. Most are scholars, guards, dinosaur with spiky
and caring for the young after they’re born. and subleaders. Even just being invited to the horns, bumps, and a long
muzzle.
Most people who come to Draco Split do so Chrysalis is something that happens only to
to study or steal the babies. Dracos are one of those who are most trusted by the Queen, and Dracorex: level 4,
the few dinosaurs that have their young via live the person is typically guided there by one or perception and sensing
birth, and it’s a rare opportunity for scientists more guards while wearing a thick blindfold. danger as level 5; uses its
to study large numbers of young living together Many Butterflies spend their entire lives never body to smash foes for
in the wild. Those numbers also make it knowing where the Chrysalis is, nor setting foot 6 points of damage and
an appealing spot for less-ethical breeders, in it. daze them for one round
poachers, wrestling trainers, and others who It’s an offense punishable not just by death—
can make money by selling the young. The but by disgrace—to give up the location of the
ongoing struggle between the science-minded Chrysalis. While death might seem to be the Dazed, page 203
and the money-minded makes it hard for either heavier weight there for most people, it isn’t
group to succeed, but neither seems willing to for Butterflies. Earning the honor and respect
back down. of their Queen and each other is important.
Despite the noise and danger brought by the Losing that at the time of your death means you
fighting humans, the dracos don’t seem in any never have a chance to regain it, a punishment
hurry to leave the lake. If anything, the adult that is stronger than the loss of life.
dracos have started to boldly investigate the If finding the Chrysalis uninvited is difficult
camps and the people in them, as if trying to (and it is), entering is even more so. The front Front door: level 10
decide what their next step is regarding these door is carved into the mountainside in such a
newcomers. way that it’s nearly impossible to find. It looks
Creatures other than humans hunt the babies like the very mountain itself, even to well-
in Draco Split at well. Devil frogs more than trained eyes. Devil frog: level 1
a foot and a half long wait for easy prey at the Just outside the door is a river filled with
water’s edge. And freshwater crocodile-like carnivorous creatures. The Butterflies keep Carnivorous fish: level 3;
creatures watch the shoreline with half-sunken them nearby by tossing them a bit of meat. does 3 points of damage
eyes. Never enough to fill them up, just enough to with its bite
give them a taste and an appetite.
CHRYSALIS Inside, there are various rooms and tunnels.
Hidden underground deep in the eastern side Living quarters, storage, a library and research
of the mountains just north of the Chalk Road, space, and the Queen’s quarters are all sectioned
Butterflies, page 118
the Chrysalis is the Butterflies’ main base. A off, well protected, trapped, and behind hidden
natural cavern that’s been enhanced and altered doors. Mechanical traps planted all around Mechanical trap: level 8;
over the years into a stronghold and base of include pressure plates that spring needles from does 6 points of damage
operations, it’s here that the Queen—and their the walls, drop spiked balls from the ceiling, or
beloved book—reside. release a spout of flames into the area.
At the very back, just off the Queen’s stocked of all the bases that remain. It is well
Hidden tunnel door: quarters, a double-hidden escape tunnel that organized, and the leaders are attempting to
level 10 opens only for the Queen’s fingerprints leads communicate with the other bases to bring
out from the Chrysalis through the mountains them back in line, but they’re not all willing to
to a tiny, hidden opening on the other side. That rejoin a fight that doesn’t seem like it belongs
tunnel, unlike the rest of the base, is natural, to them. It’s a shared belief among those
likely carved out at one point by a waterflow. who live at Soway that they will be the ones to
It has a number of branching tunnels, many restore time travel and save the people.
of which go nowhere. One of the first tasks of SATI;6E (“Sursee”): The bunker that’s closest
those who live and work at the Chrysalis is to to the Butterflies’ main base, Sursee has spent
memorize the way out, because the tunnels are the last five years under attack, both from the
dark, small, and unmarked. inside and the outside. Their resources are
spent, their determination is waning, and many
SATI BUNKERS are grumbling that they should just give up and
SATI bunkers have—or rather, had—a allow the Butterflies to come in and destroy
mishmash of uses, including time-travel everything.
operation bases, laboratory stations, storage SATI;9N (“Satine”): For a long time, it
facilities, and more. At one time, they were seemed like the underground bunker of Satine
fortified with all of the lab supplies, technology, was doing fine—following protocol, working on
SATI, page 116 armor, weapons, and more that SATI believed their share of the time-travel issue, remaining
they would need to complete their mission. The hidden—but recently, a man named Gareon
Gareon 64: level 6; bunkers weren’t designed for commuters, but 64 has been claiming that he is the true leader
Armor 3; carries a high- only for those at a very high level within SATI. of SATI. He has created a personal militia out
powered firesprayer that
All of them once held secrets and valuable of both SATI and non-SATI members and is
does 6 points of damage
to everyone within close resources. Most of them still do. In fact, it’s sending them out to nearby cities and towns
range believed that this is where the true details and to proclaim his title and convince people to
secrets about time travel—how it’s done, why it swear their loyalty to him. Not only did Gareon
went wrong, and how to fix it—are kept. 64 “out” the hidden location of the base with
The bunkers are both above and below his proclamation, but he’s left it open to attack
ground, some carefully hidden, others stating by sending his forces out into the surrounding
their position with towers, broadcasts, or noise area instead of keeping them at home.
signals. All are carefully guarded and many are
classified, but some people have discovered ASTRAL CAVERNS
their locations and have begun to mount Buried deep beneath the earth lies the vast expanse
various types of attacks against them. The of the Astral Caverns. Named for the glow worms
closer the asteroid draws, the more frequent that dot large portions of the ceiling, this winding,
these attacks are. The Butterflies infiltrate in the vast cave system has been only partially surveyed.
hopes of stopping SATI from fixing time travel What has been explored and recorded amounts
or destroying the asteroid. Those already on the to more than 2 miles (3 km) of underground
inside stay on the inside, possibly because of rooms, tunnels, sinkholes, watering holes, and
orders from SATI. Or possibly in the hope that rivers. In addition to the natural features, other
being in a bunker will save them when the end areas have been purposefully opened underground,
comes. Other groups, big and small, want entry by both humans and by other creatures, to serve as
to the bases, believing that the structures will meeting spaces, passageways, storage rooms, and
save them from the effects of the impact. living quarters.
No one, not even those within the bunkers, The majority of this cave system is still largely
know whether this is true. The buildings are unexplored and uncharted, with more being
surely designed to withstand a great deal, but discovered every day.
it’s unlikely they can survive a catastrophe of Astral Cavern: This is the main, most well-
that magnitude. known cavern in the system. It’s very large, very
There are at least seven known SATI bunkers tall, and open. The cavern is the place where
in the area of the Redjaw Wilds, but likely many one is likely to find large dinosaurs, which come
more that are completely hidden and maybe into the cave to eat the minerals. It’s called the
even forgotten. Astral Cavern because of the glow worms that
The following three are still active and dot the high domed ceiling, giving it a sense of
connected with SATI in Kelaino. a starry sky at night. The walls are covered with
SATI;0A (“Soway”): The capital base, Soway signs, art, drawings, messages, graffiti, secret
is the strongest, best guarded, and most well symbols, and more.
On the floor of the Astral Cavern is a to get turned around, unable to find their way
manmade, sealed door with a complicated back out of the corridor. Coming upon a dead
mechanical lock. This opens to an ancient body that’s been stripped of their clothing and Elevator door lock:
elevator that still works, but creaks and clamors equipment doesn’t make it any easier to keep level 10
and jerks as it falls, making riders wonder if one’s head.
they’re going to make it to the end of the ride Bone Pass: The most common shortcut
alive. The rooms below are manmade, carved through the caverns, Bone Pass is wet and
from the stone and sealed to keep them dry. muddy. Along the way in the worst of places,
SATI;U9 (commonly called “Sun”): This someone laid large flat dinosaur bones side by
section of the cavern is almost entirely side to create walkways. Dinosaurs use this as SATI;U9 locked door:
manmade, as evidenced by the large, square often as humans, however, and there is almost level 8
rooms and straight walls. All of the entrances nowhere to hide along the thin corridor.
have walls and locked doors to keep out Sailback Slide: A number of small
unwanted visitors. The main gate is at the north communities have grown up along the curves
entrance. of the Sailback Slide. The Najash River and
The Kidney: A large natural cavern with high, Slowlap Lake bring in fresh water, creatures for
rounded ceilings and an abundance of glow eating, and the ability to power devices through
worms. Because it’s dry, somewhat lit, and well-placed waterwheels and other hydroelectric
fairly warm, it’s a favorite place for humans and devices. It’s relatively safe from creatures and
creatures alike to hide out, rest, recuperate, and humans, thanks to its location along the back
raise young. of the caverns. The low ceilings are carved out
Starspine: These tall, oddly shaped caverns with various holes, and inhabitants use rope
are a favorite home to bat-like creatures, many ladders to climb up and out.
of which fly up through narrow openings in Silent Rex: This beautiful room is filled with
the ceiling. They’re filled with mushrooms and stalagmites, stalactites, domed ceilings, and the
other fungi, many of which are edible and only a carvings of some long-ago artist. All around the
few of which are poisonous. walls, carved and drawn images showcase the
Anchor’s Way: This narrow cavern is a work of a talented artist or artists. The majority
favorite place to trap wanderers and capture of images are of a future landscape and culture,
prey. Its acoustics can easily cause newcomers full of tall square buildings, planes, trains,
cars, books, computers, and people dancing same time. The sound is actually the mating
and doing other things. They are scenes that call of small, locus-like insects. The creatures
most people have only ever heard of, created were part of Madhur’s experiments for SATI,
in minute detail and with loving care, making it attempting to engineer insects that would carry
likely that the artist was probably a commuter. bombs, destroy crops, and transport viruses.
Scientists and visitors are most likely to travel The experiments failed because the insects
to the Astral Caverns to see this room and learn wouldn’t breed in captivity. That doesn’t seem
what they can about the future. Even the roving to be the case in Devil’s Hand, as they number
gangs that sometimes use the room as a hideout in the thousands.
seem disinclined to tamper with the art. It’s likely that people would find reason to
Currently, a family has set up shop at the brave the “ghosts” if they knew that buried
entrance to the Silent Rex, attempting to charge beneath their masses of moving, breeding
5 nautils to anyone who wants to go in and see bodies are all of Madhur’s scientific findings,
what they’re calling the Future Masterpiece. artifacts, lab equipment, and life savings.
Nikthees Mouth: Once part of SATI’s storage,
this is now hidden behind a cave-in that cut off THE WESTERN
the entrance. It’s likely that nothing larger than INTERIOR SEAWAY
a mouse has been inside it since then, and it’s The Western Interior Seaway is a huge inland
probably filled to the brim with stuff that SATI sea. Simply called—and thought of as—the
would really like back (or that someone else Seaway by most people, the water is 600
would really like for the first time). miles (970 km) wide at its widest point but
Devil’s Hand: Once the hideout for Harith only around 2,500 feet (760 m) deep at its
Madhur, an infamous SATI scientist gone rogue deepest points. It’s teeming with marine
(or perhaps mad), the Devil’s Hand is the place life, including predators like plesiosaurs
that no one in their right mind goes. There are and mosasaurs, sharks and giant fish like
rumors that the six fingers of the Devil’s Hand the squalicorax and xiphactinus, and various
Giant fish: level 3 are haunted, because of the eerie musical ammonites, mollusks, giant clams, and
tones that are often heard coming out of them. plankton. Early avians (flightless and not) and
The tones never sound all at the same time, pterosaurs inhabit the sea’s shores, shallows,
and not everyone hears the same music at the and skies.
The northern and southern ends of the This gives the shoreline an odd, blocky
Seaway, particularly above the Chalk Road and shape, particularly along the western edge, Chalk Road, page 92
below the Boot, are mostly unexplored and where most of the carving has occurred. Much
uninhabited. They’re considered no-man’s of the carving has also taken place underneath The Boot, page 101
lands, full of giant water beasts, even by the the city (which isn’t floating, despite its name).
most hardened seafarers. And that’s saying A large, well-maintained dock at the south Kamuis are used mainly
something, since those same people are end of the island is a common stop for boats, for riding through the
already willing to cross a sea rife with 20-foot- ferries, and domesticated water creatures called water, as they can carry
long (6 m) fish and 16-foot (5 m) man-eating kamuis. It’s not because C-town offers much in up to three people at a
sharks. Still, the fear is possibly shrouded the way of supplies or entertainment, but rather time and can swim right
along the surface for long
more in myth than in science, since few people because they are always in need of items from
periods of time without
have ever ventured there to see the giant water the mainlands and are known for paying well a break.
beasts with their own eyes. for supplies, particularly non-sea foodstuffs,
The area stretching between the Chalk devices, and equipment. Artifacts and remnants Kamuis: level 5
Road and the Boot offers relative safety and are in particular demand.
even some creature comforts in the form of Instead of rows of merchants lining the main Pariah King: level 5; has
floating cities, inhabited islands, and a few road from the dock into town, there are rows of a genetically engineered
large cruising boats. SATI’s influence and reach buyers. Most hold up signs saying what they’re raptor with two heads,
named Awotw and
is still fairly strong here, but with a focus on looking for and the price they’re willing and
Wotwa, that is always at
science rather than governing. Most locations able to pay. Almost all of them pay in nautils, her side.
have their own form of leadership and consider of which they seem to have a surprisingly
themselves to be independent not just from unending supply, a detail that few people notice Awotw and Wotwa: level
SATI, but from most other organizations as and even fewer question, as the supply is often 5; Awotw does 5 points of
well. to their benefit. A few prefer to pay by trading in damage with a mouth-
local or handcrafted items; these are rare, but embedded laserbeam;
THE FLOATING CITY OF COAREAS typically the offerings are of high quality. Wotwa does 6 points of
damage to anyone in
Located about halfway between the end of the The town is run by a woman who calls herself
short range by spitting
Chalk Road on the eastern shore of Laramidia the Pariah King. In some ways, the title is venom.
and the town of Exedu on the western shore warranted. She isn’t the ruler that the people
of Appalachia lies the Floating City of Coareas. elected. For decades, the town has operated Platypode, page 143
Commonly just called C-town, it’s hardly a
city with its fewer than 100 inhabitants, but
it seems like one from a distance, due to the
shape of the skyscape. The entire landmass
of C-town is only a few acres, meaning that
everything is built up, giving it the impression
of a mini city. Buildings are created by stacking
large stone blocks that are carved out of the
shoreline and carried inland by domesticated
platypodes, amphibian dinosaurs.
Claw of the Wild: Every year during mating season, thousands of giant crabs crawl up the shore
and attempt to mate on the streets of Coareas, damaging buildings, injuring passersby, and
scaring children. The crabs are an important source of food for both the locals and the wildlife,
so the citizens would like to find a way to encourage them, kindly, to take their amorous
actions elsewhere.
by electing a new official each year, typically island seemed uninhabited and thus free
by placing nautils into bowls. The person with from dinosaur dangers. The island has a large
the most nautils in their bowl at the end of caldera, which SATI also surmised would
the election was considered the official for the provide refuge from storms and other natural
following year. About ten years ago, the Pariah disasters. They didn’t yet know that they were
King lost an election, but took control anyway. building on an active volcano.
No one on the island is entirely sure how it The island has erupted twice already in the
happened, but they all agree she does a fine job known history of Grevakc, once before the
ruling, so they let it go. Last Commute and once after. The first time,
Daruka: level 4; carries However, the Pariah King’s daughter, Daruka, it demolished research centers, homes, and
a set of throwing knives is clearly gearing up to take her mother’s spot, some rather large, rather expensive equipment.
across her back and this has people worried. Daruka is mean- It also killed the nearly two dozen scientists
spirited, short-tempered, and something of a who’d only just arrived in Grevakc. No one
spoiled brat (everyone agrees that being a good seems to know what prompted SATI to rebuild
mother never really was the Pariah King’s true in that location. Perhaps they had intel that
calling). But there are at least a few years before suggested the volcano wouldn’t blow again.
Daruka is old enough to truly try to take control. If they did, the intel turned out to be wrong,
The secret to the island’s abundant nautil for the volcano erupted just a few years after
supply is carefully guarded. To let it spill the Last Commute, once again demolishing
from your lips to an outsider is punishable the buildings, wiping out the inhabitants,
Machimosaurus by a slow and torturous death at the hands, and burying everything in ash, including the
rex (“fighting lizard or rather mouths, of the Pariah King’s two gravesites occupied by the original 23 SATI
king”): level 7; 30 feet giant crocodile- scientists.
long; does 3 points of like Machimosaurus Now the island is
damage with its bite- rexes. home only to those
and-twirl attack as well
The shoreline brave or stupid
as an additional 2 points
is protected by
“Don’t make me send enough to want
of painful nerve damage
half a dozen
you to the Grove,” is to risk the island’s
each round that it has a common threat on
prey captured in its grip remote-controlled inevitable betrayal.
(thanks to its electrified thalassomedons, Betrayal Island. Or those who are
mouthguard). It’s a level 40-foot-long (12 m) seeking their fortunes
7 Might task to escape. predacious pliosaurs in the diamonds that
with elongated necks and massive flippers. the previous eruptions brought to the surface.
Thalassomedon
Nicknamed dulcimaras—sweet nightmares— Diamonds are one of the few precious minerals
(dulcimaras): level 7; fast
when swimming; bite the creatures are controlled using remotely in Grevakc. Not for their wearable quality—it
does 5 points of damage; operated brain implants. Inside the Tower of the would be incredibly rare to see someone
also wraps large living Sea Lord, a tall, stone structure on the southern sporting diamonds in jewelry—but for their use
creatures up in its long end of the city, at least one (and usually two) in technology. Some spaders, so called not only
neck to trap and squeeze guards are employed to keep the dulcimaras on for the tools they use to sift through the ash,
them, doing 8 points of track with their remote controls. but as an off-hand reference to another card
damage (victim must suit, can spend their whole lives digging and
succeed on a level 7
BETRAYAL ISLAND not find a single diamond. Others may strike it
Might roll to break free).
Thanks to its unusual moniker, the story of rich with a large find. But most of them spend
Thalassomedon’s name Betrayal Island is one of the few stories about their days uncovering and gathering small
translates from Greek to SATI that everyone knows. SATI originally diamond chips, until they’ve gathered enough
“sea lord.” used it as one of their bases, because the to make a bit of money. Then they travel back
Chapter 10
APPALACHIA
T
he wild country. The mysterious map. the area along the land can be treacherous
The forgotten lands. Hell on high. and deadly. During the wet season, hurricanes
There be dragons. And dinosaurs. batter the coastlines, reshaping the beaches
Appalachia has a lot of monikers, but and dunes, leaving them covered with snags,
perhaps none so apt as the oft-heard Killer carrion, and debris. Giant waves threaten
Continent. Here, there is no order, no law, to pummel ships against the shore or into
and no promise of surviving even that first outcroppings half hidden underwater. And
step from boat to shore. But there are some sea creatures of all shapes and sizes lurk just
beautiful and unique things here, too— beneath the surface, or pull themselves ashore
discoveries and places and creatures that may to take advantage of the storms’ leavings.
(or may not) make it worth the risk.
The rainforests that cover the land are thick, EXEDU
warm, and often impenetrable. During the wet Sometimes called “Lassacity” for the large
Lassaboats are large, season, rivers swell to overflow their banks, numbers of lassaboats that enter and leave
heavy boats used by spreading across the lower regions in a spiderweb its harbor, Exedu is a stinking, raucous, wild
lassers to hunt large of runoffs, ponds, and swamps. Unlike on city full of dirt, sewage, and blood. No one
Seaway creatures like
Laramidia, there are few mountains here; instead wants to live there, but everyone is stuck there,
thalassomedons and
others.
it’s mostly low tablelands and curving foothills. and that makes them mean, short-tempered,
and aggressive. As the shoretown closest to
Addermire, page 98 Addermire, it gets a good amount of traffic,
THE WESTERN despite its horrible reputation.
Hesperornis: level 6; SHORELINE What makes the city so awful? Take your pick,
immediate movement This craggy, rocky coastline is filled with but the worst of the worst include the following.
on land, long in water; peninsulas, coves, outcroppings, and all Hesperornis: These enormous seabirds
toothy bite does 3 points manner of amphibious creatures. While the with teeth seem to feel right at home in Exedu.
of damage Western Interior Seaway itself is generally calm, Nearly 7 feet (2 m) long, they arrive in town in
huge colonies, sliding along the rocky beaches night drinking fermented seabird eggs, which
on their giant bellies. The sight, smell, and are the closest thing to alcohol available.
sound of these creatures is overwhelming— The Lack of Leaders: Everyone complains, but
particularly during breeding season. Thankfully, no one wants to take on the role of leading this
hesperornis don’t fly, but they are built for town out of its own misery. Most likely because
diving, and they often steal catches before the everyone tells themselves that it’s not their
lassers can haul them from the water onto the destiny to die here, like their friend Kodra, who
boat. Although the creature’s name means got taken by a galloping croc and pulled into
“western bird,” it’s probably not surprising that the river. Not like their fellow lasser, Zudon,
most people in town just call them shitbirds. who was pulled overboard by a giant fish and
Galloping Crocodiles: As if giant birds with drowned. Not like their sister, brother, mother, Galloping crocodile:
mouths full of teeth weren’t enough, the town or father, who rose and laid down and rose and level 9; long movement;
is also plagued from the other direction by laid down one final time and then was burned sharp bite does 6 points
crocodiles that “gallop” across the land and of damage
to ashes in the town’s cinderpile.
swim in the Raridon, the broad river on the The Economy: Despite the fact that most of
inland side of the city. The creatures can grow Exedu’s population spends their time on large
up to 23 feet (7 m) long, and take down prey boats catching sea creatures, only two people
with their daggerlike tusks and armored snout. in town actually own boats: Elbert and Ramiro
Fast in water and on land, the crocodiles have Antonijo. The father and son team have been in
recently discovered that humans are easy competition with each other for the past twenty
pickings, and they’re spending more and more years over who owns the most boats, hires the
time away from the river and closer to the most workers, pays the least wages, and makes
edges of town. the most profits. Everyone is poor and hungry
Lassers: Smelling almost as bad as the and tired, which leads to: Lasser: level 3; carries a
seabirds, many lassers spend all day covered in High Crime Rates: Petty thievery and drunken light weapon, usually a
the flesh and guts of giant sea creatures, and all brawls are just the beginning. More people are gutting or scaling knife
anything, they want to show old humans the mission, and they would do so until they were
errors of their ways and bring them into the fold called back or until they no longer could.
so they, too, can become rulers of the new world. The group was prepared for the dinosaurs,
the sea, and even the jungles—what they
There isn’t an organized SCHETULLIND GROVES weren’t prepared for was the scope of the
slave trade in Grevakc, In another part of the Raksha Snarl, a place project put forth to them. And so once they
but there is always called Schetullind Groves, a much different arrived, they stayed. And stayed.
someone out there who’s story is unfolding. This area is home to a small Without any contact with the rest of the world,
willing to do anything for cluster of villages, filled with scientists who those living in Schetullind Groves have no idea
a price.
have been cut off from the rest of the world. that time travel no longer works. And thus, no
The people of Laramidia know of the people idea that the changes they’re documenting aren’t
and the civilization only through rumors and the changes caused by ongoing time travel, but
tall tales. This is the story that they tell: shortly the ones brought about by previous time travel.
before the Last Commute, a group of top SATI Or maybe by the end of time travel.
scientists, mostly aeternologists, realized that Most of the original members of Red Rectrix
time travel was screwing up the future in ways are dead, of course, but they passed the
no one had predicted. Upon discovering this, goals on to their children and their children’s
the group made a pact. They would shut down children. With myth and storytelling, and pieces
the Salmon Project—destroy time travel—to of technology, they remain committed to their
save the future and then disappear into the purpose of recording, observing, and eventually
night, never to be seen or heard from again. going back to the future to reveal their findings.
They would live in isolation for the rest of their
lives, hoping (but never knowing) that their BONEYARD BAYOU
Ticks and leeches are actions had made a difference. Boneyard Creek is one of the many rivers that
always an issue for both More than one explorer and time-seeker runs through the wilds of Appalachia, and
humans and dinosaurs has ventured into the jungles in search of the where it ends, one finds the Boneyard Bayou.
who travel through groves, hoping to find out the truth. If they’ve Thick mulch and layers of decaying matter
swampy terrain. Most
found it, they haven’t returned to tell about it, cover the surface of the water. Crocodilians,
dinosaurs cope with this
by spending much of for the story has never been updated. frogs, and turtles lurk in the dark waters, while
their time cleaning and The truth is somewhat less sensational, ornithomimosaurs splash at the edges, ever
preening. although interesting in its own right. A special watchful for predators. Other creatures are here
group of commuters, mostly guards, geologists, too, wading and waiting, foraging or stalking. In
and aeternologists, were sent back in time with a most ways, it looks like any other bayou. Except
single purpose: to record and observe the changes for one.
that occurred in one particular spot of the world Piled high in the water are the bones of
due to time travel. The group’s code name was hundreds of dinosaurs. At first glance, it might
Rectrix are the quill Red Rectrix. Everyone in the group was sworn to seem as though this was natural, a chosen
feathers of a bird’s tail. secrecy, not just on their mission, but even on their end place for creatures that laid down in the
own arrival. As soon as they landed at the Salmon water to die. But none of the bones have flesh
Center, they gathered their equipment and slipped on them, none are any less than two years old,
off into the unknown wilds toward a specific set of and a closer inspection reveals that the piles
coordinates on Appalachia. are carefully constructed, the bones laid end
Why that specific spot? No one told them, to end in a perfect replica of the creature they
and they knew it wasn’t their place to ask. They belonged to, as if in an attempt to preserve them
were scientists and soldiers sent to fulfill a for future generations. And perhaps that’s what
Salvation Company: A small group of people are camped along the outer edge of the snarl. Led
by a short, fat man with a hard-to-place accent named Branislav Amir—“just call me Bran”—
the group is attempting to document every single living species of dinosaur. They’ve traveled
all Laramidia and are just now beginning their work in Appalachia. They could use some extra
hands to find, tag, and make notes about various dinosaurs in the region.
Chapter 11
T
here are a number of groups and and most successful space and time-travel
organizations at work in Grevakc. Some company. Much of its success came from its
are allied with each other. Others are at top-secret missions to other planets, other
odds. And still others join forces on the surface, galaxies, and other times. Even when the
while they put darker, more insidious plans into company was at its height, very few people
action. Player characters can interact with these knew all of what it was involved with, but there
Structure and leadership, groups and organizations by becoming allies, were rumors of galaxy-altering technologies,
page 70 foes, business partners, or even members. business transactions with alien races, and
Because there is no official government in myriad other unknowns.
Groups, organizations, place to control all of Grevakc, organizations and What most people do know is that SATI is
and religion, page 71
groups have more power than they otherwise the reason they are here. In the year 28 IGT,
might. SATI, in particular, has the strongest the company began sending bioengineers,
hold, a leftover from the early days when the paleontologists, and other specialists back
then-company was still in control. But others are to the Cretaceous period on top-secret
threatening that hold every day, from all sides, missions. Shortly after, others followed.
and SATI’s control continues to wane. Not just scientists this time, but farmers,
construction workers, craftsmen, and teachers.
And then, SATI’s ultimate failure: the Last
SATI Commute trapped its workers here and cut
A giant interglobal company with a focus them off from communication with the future.
on space and time travel (and other things Whether that large corporation still exists
that it mostly kept under wraps), Space and in the future is unknown, but the remnants
Time, Interglobal was the mastermind behind here in Grevakc are surely much different from
everything that now exists in Grevakc. In the whatever SATI might have become in the future.
year 28 IGT, the year the first commuters In the time since the Last Commute,
arrived in Grevakc, SATI was the world’s largest SATI has evolved from those early groups of
scientists and explorers into a more militarized are growing more frequent and increasingly
leadership organization. SATI continues difficult to repel; SATI members spend much of
to control the majority of cities and towns, their energy and resources keeping a tight hold
including Kelaino, the largest city in Grevakc— on what they have, while still attempting to find Kelaino, page 71
but their current hold is tenuous at best. a way back “home” (or at least communicate
They also control most of SATI’s original with their superiors in the future).
time-travel operation bases, fortified under- Over time, many of the bases have become
and above-ground bunkers filled with supplies, more self-governing and self-sufficient,
technology, laboratory equipment, and more. a change that is also starting to threaten
Unlike the three sister cities of Kelaino, Aello, the larger structure of SATI. The capital Aello, page 94
and Okythoe, which were designed for the base, SATI;0A (commonly called Soway), is
majority of commuters to be similar to what they attempting to bring the other bases back in line, Okythoe, page 95
knew previously in the hopes of allowing them to but not everyone in this new generation shares
Soway, page 104
adjust more easily to their new home and start the same beliefs, and it’s becoming harder for
work quickly, the operation bases were only for the organization to present a unified front.
those with extremely high-level clearance. Set up There are many who might say they’re the
by the first handful of arrivals, most of the bases leader of SATI, but most would be wrong. The
were hidden and classified, which means that organization is currently too spread out and
many of them have since been “lost.” All of them convoluted to fall under a single ruler. The city
likely contain viable resources that everyone council in Kelaino is probably the most well
wants to get a hold of. Everyone, SATI or not, organized and powerful, but they only seem
knows that whoever controls the bases also to care about controlling their city and not
controls the supply flow—including important extending their reach.
time-travel tech and information. One man who calls himself Gareon 64 Gareon 64, page 104
As the asteroid draws near, attacks has been making waves as of late from the
against the bases by groups like the Butterflies previously forgotten base, SATI;9N (commonly
Satine, page 104 called Satine). The grandson of Dr. Rogdinn SATI members may also have access to a
Bregelk (SATI-A), Gareon 64 has claimed to variety of armor, weapons, and even artifacts
be the one and only true leader of SATI, and while on missions to pursue SATI-related goals
is backing that claim up by sending his newly (most items must be returned after).
created militia out to nearby towns and cities to Further, in lieu of a new skill, a SATI member
take over and proclaim his rule. can choose to study with a scientist for one
Beliefs and Philosophies: In general, SATI month. If they keep good notes, they gain an
members believe in science, in organization and asset on the type of science that they studied as
structure, and, most important, in finding a way long as they have their notes with them.
to fix time travel and return to the future. For
some, particularly those who traveled back here
originally, the dream and promise of reentering THE BUTTERFLIES
their old lives has become something of a In the flickering firelight, the Queen of the
personal mecca, a thing they must achieve in Butterflies bows her head. A book—hand-
order to experience heaven. Younger members— bound in scaled red leather—lies open upon
those who were born here and have never seen her palms. She wears gloves, black and thin,
the future except in images—have heard the nearly threadbare. When she begins to read,
stories so many times that they, too, believe they the group gathered around her becomes silent.
were meant to go there. Not a scuff. Not a breath. If anticipation were a
The fervor with which some believe this sound, it would be this utter stillness.
makes other members nervous. Fixing time The Queen’s eyes are closed. The words
travel and returning home is important, but come from memory, from repetition, from
anything beyond that feels an awful lot like belief.
religion, which is something that most SATI All and everything return to seed, flee death,
members want no part of. rush to birth, suns rise and set, past and future,
Most SATI members also have a unique now and never, moons eat themselves in forgotten
relationship with dinosaurs—the beasts are customs, all and everything cupping one another
Over time, the there to be studied, experimented on, killed in like unreachable futures, people through time,
generations of oral
whenever they’re no longer necessary, and all and everything returning to the fresh death, the
retellings of Ray
Bradbury’s story have sometimes eaten. Yet many members also have meteor of death, the crashing of death, to the time
changed not just its companions, creatures they’re particularly close before the Last Commute. A touch of the hand
language, but its context with, and whom they treat like family. They might save us, the merest touch of a hand.
and meaning. don’t see anything odd about this perspective
on the creatures.
Member Benefits: First and foremost, being
a member of SATI still opens a surprising
number of doors (although the Butterflies’
covert operations have caused that to change
SATI higherup, page 149 a bit). Joining these ranks, however, if you’re
not a proven descendent of an original SATI
higherup, requires at least three years of formal
training. Those with an aptitude for aeternology
or a proclivity for discovering and understanding
dinosaur DNA or time anomalies may have an
easier time gaining entry.
She pauses, closing the book slowly, two However, the Queen of the Butterflies also has
delicate red wings folding soft around a pale body. a handwritten copy, the pages of which have
“We are all the butterfly,” she says. been bound into a red leather book. The book
“Stay the path,” they answer. is the group’s most prized possession. It is not
Together, as they slip away into the darkness: enough to say that they treasure it; they revere
“And listen, always, for the thunder.” it, even worship it. It is the Queen’s duty to
keep it safe, but also to make it available to the
members to look at as they need to.
The Queen—and the book—reside in a
hidden underground base buried deep in the
Beliefs and Philosophies: The Butterflies are a eastern side of the mountains, just north of the
subversive guerrilla group, determined to fight Chalk Road. Commonly called the Chrysalis, it’s Chrysalis, page 103
not just SATI, but to eschew (almost) all forms the only permanent structure of the group. All
of technology that might lead to a time-travel others are mobile units; the majority of these
solution. They believe that humans shouldn’t are hand camps, but a few are also on the backs
try to fix the time machine technology, that they of dinosaurs or on boats. Members often work
should die out in the upcoming cataclysmic long periods undercover, infiltrating SATI labs Butterfly operative: level
event so they don’t screw up even more of the and complexes for many years in order to gain 6; up to two relevant
evolutionary time path. As part of their mission some bit of information or destroy some vital skills (varies) as level 8;
to keep technology out of the hands of SATI (and machinery or experiment. usually carries at least
one traditional weapon
others), they also steal, hide, and sometimes Butterflies identify themselves by painting or
destroy dinosaurs with upgrades and alteration. carving an image of a butterfly on the bottoms
As a general rule, Butterflies subsist only on of their boots. If you look carefully, you can
what they can make, steal, or scavenge. They find their graffitied messages on cliff faces,
prefer traditional weapons and armor. The only large trees, and the backs of certain dinosaurs.
time they break their own no-technology rule These messages often contain coded clues and
is when they can use a piece of technology information about operations and plans.
to destroy a bigger, more important piece of Butterflies are pro-dinosaur as a general
technology. rule, believing that they, not humans, are the
They’re headed by an elected leader known right and true beings of this time, but they will
as the Queen of the Butterflies. The current not hesitate to kill a creature that attacks or Queen of the
Queen is a former SATI directive named Aldaine threatens them. They have also been known Butterflies: level 8,
Rhyne. She is, in relative terms, fairly new to the to stage raids on various SATI labs, letting sneaking and SATI
position, having taken over when the previous all natural creatures free, but killing those knowledge as level 9;
Armor 2; carries two
leader, Phelan Walsh, went missing while on a embedded with technology or cybernetics.
knives and a slingshot
recon mission. The expectation was that Aldaine Member Benefits: One of the biggest benefits
would act as the interim Queen until Phelan of being a Butterfly is the connections you’ll
returned, but it’s been six years and there’s been gain. The Butterflies have infiltrated not just
no sign of him. Despite her original reluctance SATI, but almost any place where scientific
to take the position, most members of the group knowledge is being sought. Many of them
find her to be a solid and inspiring leader, one have been undercover long enough to have
who leads the Butterflies with a well-balanced moved up to high places within SATI and other
combination of subversion and strength. organizations.
Aldaine is not only the youngest Queen, she However, this use of subterfuge and long-
is also the only one who didn’t grow up inside term infiltration makes them suspicious of
the Butterflies. Her previous experience with newcomers. Prospective recruits have to
SATI makes her a valuable source of knowledge accomplish at least one complicated task or
and insight. She is rarely seen without Breg, a mission without arousing suspicion, getting Breg: level 6; Armor 1;
unique bioengineered creature that she freed caught, or screwing up. teeth and claws inflict 3
when she defected from SATI and joined the Further, in lieu of taking a new skill, a points of damage
Butterflies. Butterfly can obtain a unique ray-projecting
The Butterflies’ beliefs are based on the tool, called a troublemaker, which is designed Troublemaker: Palm-
“bible” that the group’s original Queen brought for disrupting machines within short range. It’s sized ray-projecting device
back in time with her, a digital copy of Ray one of the few non-manual pieces of equipment that causes all machines
Bradbury’s short story, “A Sound of Thunder.” that Butterflies use, having determined that the in short range to stop
working for ten minutes.
The electronic copy is long gone, but the results are worth it.
story remains. Most often, it is an oral telling.
Chapter 12
USING CREAtURES
T
he creatures and NPCs in this section is sometimes abbreviated (as in T. rex). The
are designed specifically for Predation. second part, called the specific epithet, never is.
However, you should feel free to pull While many of the creatures in Predation,
additional appropriate creatures from the including dinosaurs, have scientific names,
Cypher System Rulebook or from other sources. most also have common names, or nicknames,
The most important element of each creature that are much more widely used. Just as most
is its level. You use the level to determine the of us today don’t go around yelling “Panthera
target number a PC must reach to attack or tigris!” when we mean “tiger!” or teaching our
defend against the opponent. In each entry, the Canis lupus familiaris to sit and shake, most
difficulty number for the creature is listed in people who live in Grevakc don’t call dinosaurs
parentheses after its level. The target number is by their full names either.
Tecs and other scientists three times the level. Instead, they use more common names,
are often the exception A creature’s target number is usually also some of which are already familiar to us
to using the “common its health, which is the amount of damage it today—shortening velociraptor to raptor and
name” rule. can sustain before it is dead or incapacitated. Tyrannosaurs rex to T. rex, for example. There
For easy reference, the entries always list a is also the Regaliceratops peterhewsi, commonly
creature’s health, even when it’s the normal nicknamed Hellboy.
amount for a creature of its level. For more Common names might be derived from the
detailed information on level, health, combat, creature’s scientific name; from their personality,
Understanding the and other elements, see the Understanding the habits, appearance, or purpose; from their
Listings, page 274 Listings section in the Cypher System Rulebook. location in the world; or even to honor their
Many creatures in Predation also have three creator, breeder, or discoverer. Dinosaurs that
additional listings: Scientific Name, Common roam great distances or that are prevalent in
Name, and Upgrades. You can read more about multiple areas likely have a number of nicknames,
each of these below. some of which are regional and not widely known.
Dakotaraptors, for example, are known by at least
three nicknames: deathtraps, DTs, and dakos.
SCIENTIFIC AND In each creature’s listing, you’ll see their
COMMON NAMES scientific name. This is followed by any
Not all creatures have Traditionally, dinosaur names follow the nicknames they may have, in order of prevalence.
long scientific names. International Code of Zoological Nomenclature, Where applicable, the nicknames also have
Creatures that were which requires that a scientific name be notations about their use. For example, SATI
bioengineered or composed of two parts, typically created from members commonly refer to apatosauruses
crossbred recently are
Greek and Latin word roots. The first part, as lashers, due to their long tails, which are
often given only common
names. called the genus, is always capitalized and enhanced for use as melee weapons.
UPGRADES
This section lists the types of enhancements, augmentations, and upgrades that are most
common to each dinosaur or creature. You can learn more about each of these in the Common
Creature Upgrades section on page 125.
The upgrade listings for each creature are in no way designed to be comprehensive, merely a
starting point. Dinosaurs, for the most part, have every type of alteration you can imagine. If some
scientist in a lab somewhere could think of it, if some engineer in the field could dream it up,
if some weapons specialist could imagine it, then it’s absolutely possible—and probable—that
somewhere a dinosaur is walking around with it. So feel free to get creative when introducing new
and unique creature upgrades.
Combats in Predation move quickly, especially when each character has a companion at
their side, so GMs should not hesitate to use large groups of creatures as challenges for
PCs, particularly for powerful PCs. A ferocious pack of raptors is a possible encounter. Or a
swarm of sharp-toothed ocean-dwellers. To make things easier to manage, the GM can take
any creature and have a group of six to ten of them attack en masse as a single creature that
is two levels higher, inflicting double the original creature’s normal damage. So thirty level 3
argoraptors might attack as five level 5 mobs.
The word dinosaur is many books, websites, and other resources. However, it’s much, much harder to find images
from the Greek deinos of dinosaurs with integrated weaponry or titanium claws. Not surprisingly, there are very few
(terrible) and sauros illustrations of crossbred raptors, genetically engineered T. rexes, or humans riding modified
(lizard). pterosaurs.
To that end, we created the majority of our dinosaur art to feature the elements of Predation that
you probably won’t already find out in the real world. For those moments when you want to show
your players dinosaurs that haven’t been modified by humans in some way, feel free to use any of
the art that already exists in the world (see the References and Resources listing on page 184 for a
few starting suggestions for art and illustrations).
CREATURES NPCs
Blitzer, page 277 Assassin, page 335
Chimera, page 278 Crime boss, page 336
Deinonychus, page 282 Detective, page 336
Giant rat, page 296 Guard, page 337
Giant snake, page 296 Secret agent, page 338
Giant spider, page 297 Thug, page 339
Ravage bear, page 310
Scrap drone, page 312
Tyrannosaurus rex, page 322
Vat reject, page 326
Wardroid, page 327
Xenoparasite, page 331
Zhev, page 332
SELF-HEALING UPGRADES
Creatures that are designed for long trips, intense defense, or aggressive offense are sometimes
altered at the genetic level to allow for self-healing. This can be done via ultrasound emitters
(which are implanted in the body and can regrow teeth or tissue); DNA injections that allow the
body to repair at the genetic level; nucleic acid creams and paints (which cross the skin barrier to
alter genes); artificial antibodies; and so on.
Roll 1d6 or choose from the following Effect table
Roll Effect
1–2 Creature repairs 1 point of damage per round
3–4 Creature can repair all damage from a single attack (once per fight)
5–6 Creature can regrow or repair a damaged body part (takes two rounds)
EXTERNAL ADDITIONS
External additions can come in the simple form of additional armor, weapons, or devices. They can
also be more complex, providing extra carrying capacity, environmental detection, or flight.
Roll 1d6 or choose from the following Effect table.
MENTAL UPGRADES
Mental upgrades come in many forms, but are most commonly used in an attempt to
communicate with or control a creature.
Roll 1d6 or choose from the following Effect table.
Chapter 13
ACROPLOCEREX 5 (15)
These “high-armored kings” are the defense bastions of SATI (and anyone else who can get their
hands on them). Most often an ankylosaurus or euoplocephalus that’s covered in form-fitting
hydraulic armor, acros are expensive, rare, and dangerous—even to their handlers. The hydraulic
armor not only adds to their already high defenses, it also reinforces the swing of their bone-
shattering clubbed tails.
Acros stand up to 6 feet (2 m) tall at the hip and are up to 20 feet (6 m) long. They weigh 2 tons,
even before they’re armored up.
Scientific Name: Acroplocerex
Common Name: Acro (SATI), C. rex
Motive: Defense, protection
Environment: Very rarely in the wild, as they are expensive and coveted. Most often part of a SATI
convoy or guard unit, but occasionally used by other groups and organizations (in which case,
they’ve almost always been stolen).
Health: 25
Damage Inflicted: 6 points
Armor: 4
Movement: Short
Modification: Speed defense as level 4 due to size and speed, Intellect defense tasks as level 4 due
to intelligence
Upgrades: Some acros receive additional bioenhancements in the form of self-healing, repairing 1
point of damage each round.
Combat: Acros use their enhanced tail to strike up to two foes within short range in a single action.
GM Intrusion: The This does 6 points of damage to each foe on a successful attack.
swing of the acro’s tail Interaction: Acros are nearly impossible to interact with—or to control, for that matter. They’re not
knocks the character aggressive, but they are stubborn. The most common reason for death around an acro is that
prone. In addition to
they’ve trampled or attacked the person in charge of them.
taking damage from the
creature’s tail attack, the
Use: The PCs hear the noise of a scuffle in a nearby area. It turns out that a group of bandits was
PC is trampled under its attempting to steal an acro from a traveling SATI caravan. The acro isn’t having any of it.
huge feet for 7 points of Loot: Their armor is filled with mechanical parts that can be reused, sold, or traded. Sometimes,
damage. they’re also carrying goods and nautils in packs atop their armor.
ANZU 7 (21)
Named after Anzû, a feathered demon in ancient Mesopotamian mythology, these large oviraptors
resemble giant, demonic birds. They grow up to 10 feet (3 m) tall and 11 feet (3.5 m) long, and can
weigh as much as 660 pounds (300 kg). They have long tails, with feathers on their arms and tail,
toothless beaks, and tall crests on top of their skull.
Largely herd animals, anzus mostly eat vegetation, small animals, and eggs. They communicate
with each other (and sometimes with humans) via the tall bony crest upon their heads.
Scientific Name: Anzu wyliei
Common Name: Anzu, zuzu, Hell’s chicken
Motive: Defense, protection, socialization
Environment: Natural habitat is humid, swampy floodplains along the Western Inland Seaway.
Domesticated anzus can be found anywhere there are humans.
Health: 21
Damage Inflicted: 4 points
Movement: Long
Modifications: Speed defense as level 8 due to speed
Upgrades: Realizing that anzus are social and communicative creatures by nature, scientists began
to experiment with “group” upgrades. The entire herd is given the same upgrade, perhaps
one that lets them communicate over longer distances or one that allows a trainer to send
mental images directly to the whole group at once. This makes them useful in remote attacks,
“suicide” missions, and search-and-rescue.
Combat: An anzu uses its large, curved claws to slice and grab prey. They typically work in herds of
two or three, with one attempting to distract prey while the others attack.
Interaction: Anzus have a language that is a combination of sounds,
gestures, and the movements of their head crests. They
are curious and smart, and left to their own devices,
tend to explore rather than attack.
Use: The PCs are suddenly bombarded by a GM Intrusion: An anzu
herd of anzus, is curious about one
which begin of the PCs’ pieces of
attacking under equipment and begins to
the direction peck at it, maybe even
calling over the rest of its
of someone the
herd to check it out.
characters can’t
see.
Loot: Long claws
and brightly
colored feathers
that are coveted
for use in various
weapons, clothing,
and jewelry.
Apatosaurus eros means Commonly called “lashers” for their whiplike tails, these large, long-necked quadrupeds can grow
“love lizard.” up to 70 feet (22 m) long. Lashers are covered in light grey scales and feathers when they’re young,
but as they age, their necks and tails turn dark, deepening into colors like crimson, ochre, and navy.
The Apatosaurus These mostly docile and slow-moving herbivores are more likely to do damage by trying to move
eros isn’t named the
through a space than by direct attack. When threatened, however, they typically do not back down
“love lizard” due to its
sweet temperament, and will fight to the death.
but because the Scientific Name: Apatosaurus eros
paleontologist who first Common Name: Lashers (SATI), eros, love lizard, lizzies
discovered it was named Motive: Hunger
Gorden Love. Environment: Ranges up to 25 miles (40 km) per day, mostly in search of food. Many keep to
streams and rivers, as the banks provide plentiful food sources.
When a lasher “cracks”
Health: 50
its whip, the sound is
louder than that of a
Damage Inflicted: 10 points
cannon being fired. Armor: 3
Movement: Long (due to size, not speed)
Modification: Speed defense as level 6 due to size and speed
Upgrades: Strengthening the tail, either through biological means or through the addition of external
support, allows the apatosaurus to use it as a dangerous and damaging bull whip. Lashers
grown in labs are often modified to have two and even three tails, all of which can do damage.
Gastrolith, page 186 Combat: Lashes do 10 points of damage with upgraded tailwhips. Additional tails do 5 points of
damage. On a single attack, each of the tails can attack a unique target or the same target.
GM Intrusion: A lasher’s Interactions: These big lumberers don’t seem to care about much beyond food.
whip crack misses its
Use: Someone has noticed a lasher off in the distance that seems to be heading toward the village.
target and instead hits
a building, wall, or If it arrives, it could crush and destroy everything it comes in contact with.
structure, sending part of Loot: Sometimes two or three well-tumbled and polished gastroliths are found inside their
it tumbling. stomachs.
Glaciesis, more commonly called icewall turtles, were bioengineered from Archelons, the largest The species is long lived;
sea turtle species in existence at the time of arrival. Like their relatives, they can grow up to 13 feet some of the original
(4 m) long and measure approximately 16 feet (5 m) from flipper to flipper. They have a pointy, engineer’s creatures still
swim the oceans around
slightly elongated nose and jaw and a short, pointed tail. Their relatively thin, bony shell offers
the exploded labship.
some protection in deep waters. Unlike their relatives, they tend to be bluer in coloring, with
younger individuals appearing almost cyan in color.
It’s believed that the goal of the modified creatures was originally to alter sections of the
oceanic environment toward a cooler temperature, particularly near SATI’s submerged labship,
The Niveous. While that didn’t work as planned, the unintended side effects were indeed useful: The Niveous, page 109
when threatened, the turtles release long, twisting tubes of ice known as brine icicles (or brinicles).
These brinicles freeze whatever they touch.
Scientific name: Archelon glaciesi Groups of glacis
sometimes work together
Common name: Icewall turtle, brine turtle, death turtle, shell from hell, glaci
against foes, releasing
Motive: food, companionship so many brinicles in
Environment: ocean, land (rare) the area that the ice
Health: 25 forms what’s called a
Damage Inflicted: 4 or 6 (see Combat) “wall of death,” severely
Armor: 4 damaging everything
Movement: Immediate on land, long in water that touches it.
Modification: Speed defense as level 4 due to size and speed, Intellect defense tasks as level 4 due
to intelligence
Combat: Ice wall turtles are not typically aggressive, but when threatened can radiate intense
cold toward engaged creatures. This cold radiation turns into a brine icicle, which sinks down
through the water, doing 6 points of damage to anything that touches it. If a foe continues
to engage, the turtle can follow up with a bite from their powerful jaws that does 4 points of
damage. GM Intrusion: The PCs
Interaction: Ice wall turtles tend to be friendly. While not quite domesticated, those in the vicinity of are fighting another
human settlements are used to humans, and may approach them in search of food. However, ocean-dwelling creature
when they realize that
hand-feeding is not recommended.
their foe has startled
Use: The presence of one or more brinicles may indicate that a number of dangerous predators are a glaci. Now they’re
in the area. in danger of being
accidentally caught in the
creature’s brinicles.
ARGORAPtOR 3 (9)
Named after Argos, Odysseus’s faithful dog, argoraptors are also known for their speed, strength,
and superior tracking skills. Argos are one of the more successful outcomes of SATI’s early
selective breeding program, created to be smart, loyal companions. They prefer to work in packs
with other argos, treating their trainer as the de facto leader of their group.
Scientific Name: Argoraptor
Common Name: Argo, a-raptor
Motive: Pack mentality, desire to please
Environment: Anywhere there are humans
Health: 15
Damage Inflicted: 3 points
Armor: 1
Movement: Long
Modifications: Speed defense as level 5 due to size and musculature, tracking and hunting as level 4
Upgrades: Argos often wear specialized collars that track their whereabouts, brand them as being
owned (and by whom), and, when necessary, act as recall or corrective devices.
Combat: Argos are fast and nimble, moving in for a quick bite and claw that does 3 points of
damage. They work well as part of a pack, with one of the larger, stronger members coming in
hard and fast to knock a foe prone and hold it down with one large sickle claw for one round
while the others come in for a fast bite.
GM Intrusion: Two of Interaction: Argos are smart, trainable, and have a strong desire to please the creature that they
the pack’s members
think of as their leader.
attempt to knock
different foes prone and Use: Argo breeding and training centers exist in many towns, and there is often work to be found
hold them down at the there, from training, breeding, and raising argos to hunting and trapping their food.
same time. Loot: Collars, other devices, can be sold if captured alive
BAMBIRAPtOR 3 (9)
If there’s a “dog” of the Cretaceous, it’s the bambiraptor. The little birdlike dinosaur is very popular Bambiraptor means
as a pet, as a companion, and for pest control. Standing around 12 inches (30 cm) high, it’s “baby raider.”
covered in feathers and downy fuzz, but still has a killer velociraptor-like claw and a mouth filled
with needled teeth. Most weigh about 4 pounds (1.8 kg), and they’ve been known to climb into a
favorite person’s lap and coo for food. It’s a fierce hunter, but seems just as happy to have small
wriggling mammals tossed at it as a reward.
Bambiraptors breed easily in captivity and come in a wide variety of colors, ranging from solid
whites and creams to dappled reds and blacks to multicolored tortoise-shells and calicos. Some breeders have
Scientific Name: Bambiraptor feinbergorum created an even smaller
Common Name: Bambi, beanie bambiraptor, called a
Motive: Food, curiosity teacup bambiraptor, that
is less than 6 inches (15
Environment: Everywhere
cm) high.
Health: 9
Damage Inflicted: 3 points
Movement: Long
Modifications: Speed defense as level 5 due to speed and size
Upgrades: Bambiraptors, with their willingness to breed and raise broods in captivity, are
commonly used for experimental upgrades of all kinds. Many also get upgrades in order to
fetch a higher price in the pet and companion markets. Bioluminescent bambiraptors, which
glow in a variety of colors, are especially popular.
Combat: Quick and lithe, bambiraptors do 3 points of damage with their sharp, curved claws.
Interaction: Bambiraptors are easily trained, always hungry, and quickly become attached to
humans that they deem worthy of their time (which, honestly, is most humans who have food
GM Intrusion: While a
to offer).
PC is in the middle of an
Use: Someone has discovered that a nearby lab is doing horrible experiments on bambiraptors and important interaction, a
wants help rescuing them. strange bambiraptor runs
Loot: Down and feathers can be used for stuffing pillows and other items. A bambiraptor often has up and attempts to climb
an upgrade of some type that can be scavenged. the PC’s pantleg.
CARNOSUCHUS 4 (12)
The carno’s seafaring “big One of many species that was discovered only after humans arrived in Grevakc—likely by some
brother”—the massive poor soul who decided to take a swim in the nearby river—the carnosuchus is one of the smaller
kronosaurus—can grow known pliosaurs, only around 10 or 12 feet (3 to 3.5 m) long, and one of the few that makes its
up to 34 feet (10.5 m) in home in wide, deep rivers rather than the shallow seas.
length.
Despite their small size—or perhaps because of it—carnos are widely considered to be one of
the most dangerous of freshwater creatures. Unlike larger pliosaurs, they are fast, able to water-
sprint for short bursts in pursuit of prey.
Scientific Name: Carnosuchus
Common Name: Carno, baby jaws
Motive: Hunger
Environment: Deep, wide rivers, often around settlements (due to increased food sources)
Health: 15
Damage Inflicted: 5 points
Movement: Long
Modifications: Speed defense and initiative as level 5
Upgrades: Very rarely have upgrades, as they’re difficult to catch and control. Occasionally, they eat
something that alters them in some way (there are stories of carnos eating explosives, which
suddenly go off during combat, injuring both the carno and whatever it’s fighting).
Combat: They race through the water in short, fast bursts to grab prey in their strong jaws.
Interaction: Carnos can be tricked or lured with wriggling food or blood.
GM Intrusion: The
blood and noise from the Use: Trying to cross a river or stream is nerve-wracking, even before you notice the whirling surface
combat attracts one or of the water that portends one or more carnos moving toward you.
more additional carnos to Loot: Whatever loot is in their stomachs from their last meal, usually one or more items of
the area. undigested equipment, jewelry, nautils, tools, or small weapons.
CyBERDRONE 3 (9)
Use: It’s possible to encounter cyberdrones anywhere and everywhere, but it’s not always easy to
tell what their purpose is prior to interacting with them.
Loot: Anyone who can hack or disable a cyberdrone without destroying it can attempt to modify the
cyberdrone to work for their own purposes.
Each type of cyberdrone is built with a single purpose in mind, and has special capabilities designed to
serve that purpose. Choose the type of cyberdrone the characters encounter or roll 1d6 on the table.
DAKOtARAPtOR 9 (27)
Standing up to 6 feet tall (2 m) at the hips and as long as 18 feet (5 m) from head to tail, this
lithe, lethal raptor moves with the speed and agility of a sprinter. Although it doesn’t fly, its arms
are covered in long wing feathers, which it uses to intimidate other predators, shield its young,
or corral prey. Its long rear legs boast a 10-inch (25 cm) sickle claw on the second toe that can do
massive amounts of damage in a single swipe.
The dakotaraptor is one of the most feared predators of Grevakc, even without upgrades.
(And only the bravest or craziest of scientists would even think about attempting to upgrade a
dakotaraptor.)
Scientific Name: Dakotaraptor steini
Common Name: Dako, deathtrap, DT, D-raptor
Motive: Hungers for flesh, defense
Environment: Anywhere there are living creatures that might become food
Health: 40
Damage inflicted: 15 points
Armor: 2
Movement: Very long Dazed, page 203
Modifications: Speed defense as level 10 due to speed
Combat: Uses the killing claw on its hind legs to slash prey for 15 points of damage. If it’s not in a
good position to use its killing claw, it bites or gouges for 8 points of damage. GM Intrusion: The
Instead of attacking, a dakotaraptor may attempt to intimidate up to three creatures at a time with dakotaraptor is especially
its large, feathered wings, dazing them for two rounds. fierce because it’s
Interaction: Dakotaraptors are predators, through and through. They can be distracted with food, protecting its young, and
does 2 additional points
but are unlikely to be scared off or reasoned with.
of damage on each
Use: In a world where carnivorous predators are always a threat, the dakotaraptor is a name many attack.
won’t even whisper. Those who tangle with it on purpose know they’re asking for trouble.
Loot: Anything it might have ingested during its last meal, including a weapon or two, or any
number of devices, packs, or other equipment.
Upgrades: Dakotaraptors have been upgraded, crossbred, and genetically modified in
every way imaginable. Due to their aggressive nature and fierce disposition,
they’re always a risk (who wants to put their hands inside that
mouth?) but many feel that successful upgrades are well
worth the danger.
GHAStHOUND 8 (24)
Ghasthounds are These monstrous-looking mammals are one of the prehistoric relatives of pigs. Armed with
members of the incredibly sharp teeth and powerful jaws, these bulky apex predators stand up to 7 feet (2 m) tall
Entelodont family. at the shoulder. They eat anything and everything, and make no bones about standing up to—and
taking down—creatures twice their size.
Common Name: Ghasthound. Hellhound. Gallhound.
Motive: Hunger
Environment: Forests and plains
Health: 25
Damage Inflicted: 10 points
Movement: Short
Combat: Their teeth rend flesh for 10 points of damage and can damage light and medium physical
Dazed, page 203 armor (decreasing its effectiveness by 1 until it’s repaired). Ghasthounds can also ram a foe,
knocking them prone and dazing them for two rounds.
Interaction: It’s impossible to interact with a ghasthound in any meaningful way.
GM Intrusion: After
Use: Anytime someone has killed another creature, it’s possible that one or more ghasthounds will
killing a creature of some
kind, one or all of the PCs
decide that the spoils belong to them and show up to claim their prize.
see a large beast moving Loot: Ghasthounds sometimes dig caches nearby, where they store food for later. Someone who
through the brush toward finds and digs up a cache—without getting killed—is sometimes rewarded for their efforts by
them. nautils, equipment, and upgrades that once belonged to the ghasthound’s recent meal.
LytHRONAX 8 (24)
Sometimes a creature’s name tells you everything you need to know about it. The “king of gore” Lythronax means “the
is one of those creatures. Growing to a size of more than 26 feet (8 m) long and weighing in at gore king.”
2.75 tons, the lythronax is already designed to be a killer—no upgrades needed. With a mouth full
of giant, banana-shaped meat cleavers, the lythronax can inflict huge amounts of damage, crush
bone, and carve out huge chunks of flesh in a single bite.
Scientific name: Lythronax argestes
Common name: Lythro, gorebeast, gorer
Motive: Hunger GM Intrusion: The
Environment: Areas near lakes, floodplains, and rivers, particularly where prey gathers lythro gets a grip on the
character and shakes
Health: 55
them, knocking them one
Damage inflicted: 12 points step down the damage
Armor: 1 track.
Movement: Long
Modifications: Initiative as level 9 due to hunting instincts; all tasks involving
critical thinking as level 7 due to intelligence
Upgrades: No one seems to know what to do with lythros.
You can occasionally see an upgraded lythro
running around in the world, wearing the
remains of a control collar,
capturing device, or other
upgrade.
Combat: Lythros are all bite
and no bark. Everything
they do is focused on
ripping, tearing, chewing,
and consuming.
Interaction: Lythros can be
lured away or tricked with
live food. Occasionally, they
can be trained the same way,
but as a general rule, they’re not
particularly smart and training can
quickly turn into a surprise game of
predator and prey.
Use: Run.
Loot: Their brightly colored feathers are
coveted for creating equipment,
armor, and decoration.
NEREZZA 9 (27)
Some people try to keep Nerezzas are ninjas, slippery beasts of shadow and silence. They’re loyal, smart, and deadly.
nerezzas as pets, but Carefully bred from a gene mutation that caused microraptors to have all-black feathers, eyes,
those who don’t give and beaks as well as all-black internal organs and muscles, nerezzas are small, feathered, birdlike
them enough attention
dinosaurs with wings on both their front and rear limbs. They’re small, weighing only 2 or 3 pounds
and challenges will
(about 1 kg), and they glide rather than fly.
quickly find them to be
nuisances, as boredom In the wild, microraptors tend to work and travel together, but nerezzas seem to prefer to fly
and loneliness make solo, as it were. They’ve been known to peck other nerezzas to death if they’re forced into the same
them destructive, enclosure or if they feel like they’re competing for their trainer’s attention.
petulant, and aggressive. Scientific Name: Nerezza cari
Common Name: Neree, essa, nezze
Nerezza is an Italian Motive: Loyalty, reward
word that means
Environment: Everywhere
“darkness.”
Health: 21
Damage Inflicted: 9 points
Movement: Short when gliding, immediate when walking
Modifications: Initiative, sneaking, and learning new things as level 10
Upgrades: Many nerezzas have upgrades that improve their stealth and camouflaging techniques.
A few have also been implanted with organic parts modeled after modern birds that allow
them to mimic a variety of sounds, including human speech.
GM Intrusion: Rather
Combat: Gliding attacks are typically aimed at eyes, ears, and other unprotected spots, and do 9
than attacking, the
nerezza swoops in and points of damage.
attempts to steal an Interaction: If a nerezza is loyal to you, it can be trained to do most tasks that come naturally to it
artifact, weapon, or other on command.
object. Use: They’re used as silent killers, mostly by assassins, thieves, and covert operators.
PLAtyPODE 5 (15)
Platypodes are weird creatures—slippery-smooth skin that’s so shiny and pale it almost seems Platypodes were likely
translucent, giant front claws on the ends of wing-like flippers, and a horned head and spined tail named by a commuter
that are nearly gelatinous in their feel. Amphibious, they’re bipedal on land but swim using mostly in honor of the platypus.
their front limbs and tail in the water. No matter what they’re doing—fishing, digging, or lying However, try to describe
a modern-day platypus
stretched out along the sun-warmed rocks—they hoot, honk, click, and coo, emitting what seems
to the native people of
to be a series of new noises constantly. Grevakc, and they will be
Originally created in labs for the sole purpose of oceanside manual labor, all platypodes are hard-pressed to believe
female. The goal was to keep the population in check and ensure that these creatures, which had that natural selection,
no natural predators, didn’t overrun the oceans. But the platypodes did something amazing: they not bioengineering,
reproduced anyway. Genetic testing confirmed that the platypups only have DNA from their moms. created such a beast.
To keep the population under control, the platypode creation program has been put on hold
indefinitely.
Scientific Name: Platypus deux
Common Name: Platy
Motive: Hunger, warmth, defense
Environment: Western Interior Seaway, never more than a mile from land
Health: 15
Damage Inflicted: 5 points
Movement: Long in water, short on land
Combat: Platypodes do 5 points of damage with their claws.
GM Intrusion: A PC
Interaction: Platypodes are playful, curious, and social, and they seem to consider humans their
accidentally steps
friends, whether they were lab-made or wild-birthed. They’re not aggressive unless invoked or too close to a young
threatened. platypode, which gets
Use: PCs in a boat on the Seaway may find themselves surrounded by a ring of honking, hooting, scared and begins to call
clicking creatures. loudly for its mother.
For some reason, These creatures have been bred from wild, full-sized sauroposeidons (long-necked dinosaurs) to a
wild sauroposeidons seem more manageable size and temperament. While full-sized sauroposeidons can grow up to 100 feet
to see pygmysaurs as a (30 m) long and 60 feet (18 m) high, pygmysaurs are usually about one-third to half that size. Their
threat, and often attack
smaller footprint—literally—means that they’re easier to control, house, and tame. And, just as
them unprovoked, even
going so far as to enter
important, they require a lot less foliage to keep well fed.
a town or area where They’re popular among dinosaur wrestling aficionados, livestock farmers, and caravan runners,
pygmysaurs are being but are also sometimes used in construction and vegetation farming, as their small size, strong
housed and attempt to legs, and agreeable personalities make them good for hauling, plowing, and other types of manual
kill them. labor.
Scientific Name: Pygmy sauroposeidon
Common Name: Pygmysaur, posei, posey
Motive: Hunger, safety, reward
Environment: Cities, farms, and towns. Pygmysaurs are rare in the wild, as most don’t have the
defenses or the size to survive against the much larger, faster natural predators.
Health: 15
Damage Inflicted: 4 points
Armor: 1
Movement: Short
Modifications: Speed defense as level 3 due to domestication and size
Upgrades: Most upgrades are cosmetic or decorative, including paint, piercings, outwear, and
garnishes.
Combat: They attack neck-first, attempting to wrap their long necks around their opponent and
Stunned, page 203 wrestle them to the ground. Creatures who are pinned in this way take 4 points of damage
(ignores Armor). Pygmysaurs can also headbutt their opponents, stunning them for one round
so that they lose their next turn.
GM Intrusion: If one Interaction: Pygmysaurs are domesticated, eager to please (especially if there is food forthcoming),
of the characters’
and mostly docile. It’s only during mating season that the males are aggressive and considered
companions is a
sauroposeidon, it dangerous.
suddenly attempts Use: Pygmysaurs are often used in dinosaur wrestling, as pack animals, and as food sources.
to attack a nearby Loot: Whatever upgrades the creature is adorned with, as well as anything that’s in the packs it
pygmysaur. might be carrying.
StyGIMOLOCH 4 (12)
Stygimolochs, with their wildly horned heads, are favorites in black-market dinosaur fighting Stygimoloch means
rings and among sport hunters. In addition to being considered trophies, the creature’s horns are “horned devil from the river
believed in some places to be an aphrodisiac and a cure for various ailments. Thus, their numbers of death.”
are not what they once were. It seems possible that they have a way of communicating with other
Stygimoloch is pronounced
members of their species, as many stygimolochs will attack humans on sight. Stig-ee-MOE-lok.
They can grow up to 10 feet (3 m) long, and sport spikes on their heads up to 6 inches (15 cm)
long and 2 inches (5 cm) in diameter. They are bipedal herd animals.
Scientific name: Stygimoloch spinifer
Common name: Moloch, death devil
GM Intrusion: The
Motive: Food, protecting the herd target is also dazed by
Environment: Woodland areas with enough foliage to sustain their herd the dinosaur’s head butt
Health: 15 for one round, during
Damage Inflicted: 5 points which time the difficulty
Armor: 1 of all tasks it performs is
Movement: Long modified by one step to
Modifications: Speed defense as level 5 due to speed its detriment.
Upgrades: There are a few stygimolochs in the wild with
enhanced horns, typically metal bits that were driven
through the horns to create additional barbs and
hooks along the side. These creatures do 5 points of
damage with a horned attack. They might also catch their
foe on the barbs, holding them for one round.
Combat: Stygimolochs typically move headfirst into battle,
using their dome-shaped skulls and horns as
battering rams and weapons. They do 5 points of
damage with their horns, and can knock even
large creatures prone by bashing them in the
hip, flank, or side.
Interaction: Stygimolochs aren’t likely to be tamable
or even reasonable; they seem to have a distinct fear
and hatred of humans, perhaps brought about by the
aggressiveness with which they are hunted.
Use: The characters come upon a black-market dinosaur
fighting ring, filled with captive stygimolochs.
Loot: The horns can be sold or traded for use in
tinctures and powdered mixtures.
SUPERSAURI 10 (30)
Supersauri is both singular Supersauri are composite creatures that were created from the genetic material of any number
and plural. of sauri: gigantosaurus, mapusaurus, rajasaurus, titanosaurs, and more as part of SATI’s Project
Kaiju. The goal was to create and grow them in labs, then hand-raise them until they were well-
There are tales of a
trained adults, equip them with the best upgrades, then keep them on hand as war machines,
woman, half-creature
herself, who lives in the should the need ever arise. Supersauri were supposed to be SATI’s combined safety blanket and
wilds and is able to interact nuclear weapon—a creature so large that it had no other predators on the continent, one that was
with supersauri and get created from the genes of the best fighters so that it was impossible to defend against, and hand-
them to do her bidding. raised so that it was always controllable.
Most supersauri turned out to be nothing like that. The creatures were expensive and time
GM Intrusion: The
consuming to create and raise, not to mention unpredictable and uncontrollable. And more
supersauri topples trees as
it charges, causing them than half the time, they had some type of genetic failure that caused them to die before reaching
to fall right above one or adulthood. Those that survived to adulthood broke upgrades (and the humans attempting to equip
more PCs. them), destroyed buildings, fences, and equipment, and were nearly impossible to keep fed.
SATI cancelled Project Kaiju in its fifth year. But by then, there
were already a dozen of the creatures that had reached adulthood.
In an effort to get some good out of the project, SATI tagged the
surviving supersauri and released them into the wilds of Upper
Laramidia for tracking.
Every supersauri looks different and has
a unique combination of skills, both in
combat and otherwise. They can reach up to
40 feet (12 m) long and 12 feet (4 m) high,
weigh more than 4 tons, and run up to 40
miles (64 km) per hour.
Scientific Name: Supersauri
Common Name: Kaiju (SATI), supers (SATI)
Motive: Hunger
Environment: Upper Laramidia jungles
Health: 70
Armor: 2
Damage Inflicted: 12 points
Movement: Long
Modifications: Speed defense as level 2 due
to size
Upgrades: Supersauri have at least two
upgrades, at least one of which is a
weapon. Roll or choose two upgrades from the lists
on pages 125-127.
Combat: They bite for 12 points of damage, but most
prefer to use their upgraded weaponry.
Interaction: Supersauri are fierce, aggressive, ever-hungry
hunters. They are also territorial, fighting anything
that dares to cross into their claimed space.
Use: Even advanced PCs will find going head to head
with a supersauri to be invigorating, challenging, and
(likely) death-defying.
Loot: At least two upgrades, plus 1d100 + 20 nautils,
equipment, and anything else they ate.
tESLASAURUS 5 (15)
Teslasaurs were originally created by SATI scientists, injecting ankylosaurs with electric eel genetic
materials, in the hope of creating docile bioelectrogenesis hosts to biologically power their
facilities. However, the predatory aspects of the transplanted DNA tended to make the creatures
too aggressive for domestic energy generation, but perfect for mobile energy defense. The smaller
teslasaurus males are outfitted with electromagnetic force field generators for defense, while the
larger females are outfitted with capacitors and voltage steppers to allow them to project electrical
blasts as an offensive weapon.
Streams of high-energy electricity arc between their enhanced horns, armor plates, and tail,
creating a beautiful—and portentous—sight.
Scientific Name: Teslasaur
Common Name: Tesla, fire lizard, lightning lizard
Motive: Trained for offense and defense
Health: 20
Damage Inflicted: 5 points Because teslasaurs have
Armor: 3 high Armor and are
Movement: Short trained to stand guard,
Modifications: Speed defense as level 3 due to training; critical thinking and initiative as level 4 due they don’t attempt to
to intelligence avoid attacks like other
creatures might.
Combat: Anyone who touches a teslasaur or its electrical arcs takes 5 points of damage.
Upgrades: Some teslasaurs are updated with cybernetic implants that allow their electricity to be
harnessed and sent out to long range, doing 5 points of damage to everything they touch. GM Intrusion: A sudden
rainstorm arrives,
Interaction: Teslasaurs are trained to defend and protect, mostly by standing in a single spot and
increasing the range and
letting foes come to them. power of the teslasaur’s
Use: A secret underground bunker is guarded by a herd of teslasaurs that are trained to keep electrical pulses. Each
unauthorized visitors from discovering or entering the building. pulse does 1 additional
Loot: Scales and horns, cybernetic implants point of damage.
NPCs
BUttERFLy 5 (15)
Butterflies may eschew technology, weapons, and augmentations, but that doesn’t mean that
they’re not well equipped to take care of themselves. As part of a subversive guerrilla group on a
mission to destroy the possibility of a time-travel solution, they are willing to die for their cause.
This makes them determined—and dangerous.
Motive: Save the future (or at least the future of humanity)
Health: 15
Damage Inflicted: 3 or 4 points
Armor: 1 to 2
Movement: Short
Modifications: Stealth, subterfuge, sneaking, and surprise as level 6
Combat: Butterflies strike when they are least expected, preferring to make friends with shadows,
secrecy, and surprise. They will wait, poised, until the perfect moment. And if one doesn’t
appear, well, there’s always tomorrow night. They will not initiate a fight until they believe they
have the upper hand from the first moment.
Interaction: Butterflies all play different roles within their organization. Some are spies. Some work
to destroy equipment or dinosaurs. Some have infiltrated other organizations, possibly for
GM Intrusion: The
Butterfly pulls a second years, in order to gain information or access.
weapon out of a hidden Use: While interacting with a SATI official, the PCs discover that the person is actually a long-term
pocket and performs a undercover agent for the Butterflies.
double attack. Loot: Light or medium weapon and armor, 1d6 nautils, and at least one remnant.
SATI guards tend to be slightly better trained and better equipped than general non-SATI guards.
They may or may not believe strongly in the work that they do, but most do believe that SATI—and
consequently, they—are doing work that matters. Even if they don’t know exactly what that work is.
At the very least, they’re doing work that pays well, and that’s nothing to sniff at.
Motive: Protect and serve; do the work they were hired to do
Health: 12
Damage Inflicted: 4 points
Armor: 1 or 2
Movement: Short
Modifications: Each guard has one non-combat specialty, such as healing, sneaking, perception,
and so on. Handles tasks related to that specialty as level 5.
Combat: SATI guards typically have training in both melee and ranged weaponry. They likely carry
both and switch back and forth as needed.
Interaction: SATI guards are good at their job and are typically loyal to their mission at hand. SATI
comes first, but the people come second, and they can be helpful as long as it doesn’t conflict
GM Intrusion: During
with their job. There are, of course, guards who are open to various types of bribes. an altercation, one of the
Use: The PCs break into what seems to be an abandoned storage facility only to discover that it’s SATI guards calls one of
actually under the protection of a small group of SATI guards. the SATI higherups in as
Loot: Average SATI armor, plus one melee weapon, one ranged weapon, and 1d6 nautils. backup.
Unlike standard SATI guards, SATI higherups tend to believe strongly in the work they’re doing, SATI higherups include
and they’ve been well equipped to do it. Especially when that work is keeping riffraff and nefarious- officers, head guards,
looking individuals and groups out of SATI’s labs, information vaults, and other important places. bodyguards, leaders,
They typically wear SATI-issued armor and carry high-tech weapons. Even though their equipment some field scientists, and
so on.
is likely hand-me-down and refurbished, it still gives them a unique advantage. They are more likely
than most to carry an artifact or to be accompanied by an upgraded creature companion. They
tend to have higher clearance, and thus more knowledge, than most SATI workers.
Motive: Protect and serve; do the work they believe in
Health: 18
Damage Inflicted: 6 points
Armor: 2 or 3
Movement: Short
Modifications: Resist persuasion, seduction, and bribery as level 7
Combat: SATI higherups aren’t just hired off the street. They’ve been trained for this, possibly since
the time they were very small. “Once a SATI family, always a SATI family,” as the saying goes.
They carry high-tech weapons designed for quick, clean kills and are well protected. They tend
to work together in groups of twos and threes and may also have a companion.
Interaction: As a general rule, SATI higherups are hard to bribe, persuade, or influence. They aren’t GM Intrusion: The
unhelpful, however, since part of their job is to protect the community that they are part of. SATI higherup seems
like they’re about to help
Use: SATI higherups are less likely to be allies than they are to be obstacles. However, PCs who are
the PCs work toward
aligned with SATI—or at least with SATI’s goals—might find themselves the recipients of the a common goal, but
knowledge and protection of a higherup. something spooks them
Loot: A higherup typically has SATI-issued medium armor and weaponry, as well as basic gear, a and they change their
remnant, and 1d20 nautils. Rarely, they might also be carrying an artifact. mind.
SILVERBACK 5 (15)
Silverbacks are never Silverbacks are so named because they are considered to be the leaders of their respective packs.
alone. They travel with Silverbacks are typically humans who have undergone some form of predacious changes to
at least two members become more dinosaur-like. They may have claws, teeth, tails, or all of the above and more. They
of their pack, and
live and hunt with their pack, usually a group of carnivorous dinosaurs that has accepted the
sometimes more.
silverback as their leader.
Motives: Safety, defense, hunger
Health: 15
Damage inflicted: 5 points
Silverbacks are more Movement: Short
likely to lead dinosaurs Modifications: Perception, intimidation, and leadership tasks as level 7; positive interaction tasks
that are human-sized or as level 4
larger to allow them to Combat: Attacks using modified body parts, much as a dinosaur would. The attacks are carried out
blend in better with their
in unison with at least two members of their pack.
pack.
Interaction: Silverbacks are still human, despite their outward appearance. However, many choose
not to interact with other humans in an attempt to further their self-identities as creatures.
Silverbacks will typically not tolerate other humans near their packs or in their territory.
Use: The group hears about a pack of dinosaurs that’s been aggressively and methodically
GM Intrusion: The attacking local labs. It turns out that the pack has been raiding the labs for the supplies that
silverback calls on the silverback needs to continue enhancing their body.
additional members of its Loot: Silverbacks eschew human needs and goods, and rarely have anything on them that would tie
pack to come to its aid. them back to their human origins.
Chapter 14
RUNNING PREDAtION
F
or the most part, running Predation is everyone knows the answer is “Not if the
similar to running any Cypher System Tyrannosaurus rex eats you first.”
Running the Cypher
game. You’ll want to reference the Despite its setting in the past, Predation isn’t
System, page 366 Cypher System Rulebook for general tips on designed to be a game about time-travel itself.
GMing a Cypher System game. This section Yes, time travel brought the characters (or more
touches on some Predation-specific suggestions likely, the characters’ parents or grandparents)
and considerations. to the Cretaceous period and yes, finding a
You’ve probably already read through the way to fix time travel might be the characters’
sections on the setting, and you know that end goal. And yes, the world has been deeply
Predation is set in the far past of the Cretaceous changed as a result of the previous time travel.
period, but that it also bears the marks of But that’s all a precursor to what’s happening
the science and technologies of our future. now, in the game and in the setting. In
This presents a unique opportunity to create Predation, time travel is broken. What will come
dinosaurs, devices, and experiences that don’t to pass has already come to pass. The only
exist yet. Basically, the setting is yours to do thing that the characters truly have any control
with as you like. over is their own near future (and maybe not
even that, considering the asteroid that’s just
over the horizon).
THE PARADOXES OF Of course, one of the end-game possibilities
TIME TRAVEL is that the characters could find a way to fix
Time travel is tricky. Not just in real life, of time travel and escape the Cretaceous before
course, but in roleplaying games as well. the asteroid destroys everything they know and
Theoretically, time travel poses far more love. What will that time travel look like? Where
questions than it answers. “If I go back and kill will the characters end up and how will they
my grandparents, will I still be born?” is still a get there? What effects will their actions have
common debate at geeky parties even though on the future (or on their soon-to-be past)?
Those are all questions and answers that are Dipping back into the Cypher System Rulebook
beyond the scope and setting of the game. But at that point can provide suggestions for far-
that doesn’t mean you shouldn’t find a way to future settings, time-travel options, science
continue on if that’s what your players desire. fiction creatures, and more.
want to know every detail about the dinosaurs promise anymore. Still, some ask: What if it’s
they meet—their scientific name, where they true? What if it could be found, and activated?
lived, what they ate, and more. Others will just Could the future be close at hand?
want to run around fighting with a raptor at
their side and shooting lasers at T. rexes. The INTERSTELLAR ARRIVAL: Something large
game allows for both of those possibilities, and has just crashed down at an unknown location
anything in between. in the Boot. Scientists are scrambling to put
It helps to know your players’ interests ahead teams together to go search it out and gather
of time. Don’t go on in detail about the color data. Is it a meteorite? An alien spaceship? A
of the dakotaraptor’s feathers if the players just signal from the future? Perhaps all three.
want to know how big of a hole it’s going to
make in them with its claw. MAD CAVERNS: On their travels, the PCs
encounter a man who’s deathly ill. He says
he’s spent the last 50 years of his life deep in
SUGGESTED a cavern, studying everything he can on SATI.
CAMPAIGN SEEDS When he realized he was dying—he thinks,
Throughout this book, you’ll find suggestions in fact, he was poisoned by someone from
for small stories and adventures in text boxes SATI—he left the cavern to tell someone his
called Reading the Bones. These give you small, story so all his research wouldn’t go to waste.
quick snippets of things for the characters to He begs the PCs to find the cavern, gather his
do. In addition, there’s an adventure called information, and use it to bring SATI down.
“Promised Land” that is designed as a one-shot
game for beginning players. STRANGE VISITOR: A corpse was found in
Here are some additional ideas for the middle of a small town. The body doesn’t
longer, more in-depth campaigns that have appear to have any marks on it, but is dressed
the potential to take characters and their in unusual fabrics and carries a device that
companions through larger swaths of the world, no one has seen before. Before anyone can
where they can make important discoveries or even react, SATI sweeps in, hauls away the
accomplish goals that could change the face body, and takes the PCs in for detainment and
of the present and the future. This is in no questioning.
way designed to be a comprehensive list; it’s
merely a jump-off point for your own ideas and THE BLACK BOX: At what appears to be a crash
campaigns. site of some kind, the PCs find a stash of maps,
documents, and images inside a half-buried
TAKING SIDES: One of the biggest issues in ornate black box, all of which seem to indicate
Grevakc is obviously the repair of time travel and the presence of some type of alien life in an
the destruction (or avoidance) of the upcoming Appalachian jungle. Could this be what SATI
asteroid. But every time SATI gets close, the came back for, after all? How dangerous are
Butterflies disrupt progress. Other groups and they? Will the PCs confront SATI or head off and
organizations also play a role, as they all have try to uncover the truth on their own?
their goals and agendas. Do the PCs get involved
in this large-scale struggle? Whose side do they CORPSE COMMUNICATION: A series of
take, and what are their roles? brachiosaurs, dead from no discernible cause,
have been showing up across the region, each
VILLAGE OF THE LOST: The PCs all hail with a strange and different piece of technology
from a tiny, snow-covered town way up in the embedded in their necks. The pattern, when
mountains. Due to a choice by the town’s put together, seems to be a key or map of
elders, the PCs know almost nothing of what some type. Are they messages from SATI in an
came before this harsh life of cold winters and earlier time, or is this the work of someone (or
dangerous creatures. A stranger has shown up, something) else? Where do the messages lead?
lost and injured, telling tales of glorious cities And to what end?
and technologies.
FALSE TRUTHS: Someone has been spreading
LONG AGO AND FAR AWAY: There are rumors information about time travel with a voice of
of a still-functioning time machine deep in authority, promising that it will be fixed in just a
the northern reaches of Upper Laramidia. But few months. At first people were skeptical, but
this rumor has been around since the Last optimistic. As the news continued to spread
Commute, and no one believes its utopian and more details came forth, everyone began
to believe it. Now, there’s more news: a group TEST OF TIME: The PCs are hired by SATI to
of rebels is attempting to destroy the progress. travel to a secret rebel base in the mountains
The PCs learn the truth: there’s no time travel to free an aeternologist who was captured. Aeternologist, page 186
solution and no rebel group. Just one person, However, the PCs have been deceived—the
attempting to start a war among the people for people who hired them aren’t SATI at all. They’re
personal gain. using the characters to gain access to the
aeternologist, who they’re trying to assassinate.
DOUBLE-EDGED SWORD: A scientist has
been kicked out of his laboratory by his TIME TRAP: Someone is setting traps for time
fellow scientists. They’ve been working on hunters, creating a way to deceive them into
technologies to destroy the asteroid, and he thinking there are time anomalies in an area
believes they were just getting close before he where there are not. It seems to be a group
was ousted. He thinks the other scientists are that’s just interested in luring people into the
hoping to make the breakthrough on their own, wilds and then stealing their supplies. But how
and use the device as some type of weapon are they deceiving the time hunters? And is
instead of to destroy the asteroid. there some greater purpose to their trickery?
someone else’s companion. Maybe they built Once you’ve run the game a few times and feel
a fighter-type companion, but are running comfortable, you can suggest that players work
another player’s more snuggly companion, together to create interesting player/companion
which they didn’t want to do. One way to solve pairings. If a player really wants to run another
these concerns ahead of time is to have players player’s cute, furry mammal companion, there’s
create their companions together, as part of the no reason not to make that happen if you can.
first play session. Players show up with their Help your characters choose appropriate
characters finished, but then work together with companions. A companion is a long-term
the other players to design their companions. commitment for a character, and it’s important
This allows everyone to get to know the that the two make a good team. If a character
companions, gives players the opportunity to is lean in fighting, they might want to consider
help build a companion they’re interested in a more combat-focused dinosaur to help them
running, and creates shared stories of character out in tough spots. Alternatively, a tough fighter
and companion backgrounds that will deepen might decide to take a companion that can help
connections and provide new roleplaying them out in interactions or other non-combat
opportunities. situations.
For characters who don’t start out with Personality matters too—this is where the
Companion dispositions, companions, but gain them through gameplay, companion dispositions come into play. They’re
page 57 this mechanism is already built in. The other designed to help the players understand more
characters will be there to provide feedback and about how and why a companion might act
advice when a character is purchasing, taming, the way that they do. They also give the player
or otherwise gaining their companion. running the companion some guidance for
Make it easy on yourself. If it’s your first time roleplaying.
running Predation (or any game with more PCs Match players with companions. Some
than players), you might consider having each players may not have much interest in running
player run the companion of the player on their a dinosaur in addition to their own character
left or their right. The consistency means it (or they may feel overwhelmed at the idea of
will be easy to remember who is playing which doing both at the same time). If that’s the case,
creature. Use signs or notes to help you—as you might match them up with a companion
well as the players—keep track. that has more passive abilities or personality.
Other players might be even more interested could attack any creature you throw at them.
in playing the dinosaur than in playing their You might want to consider adding one or two
own character. Companions that are outgoing, additional creatures to combat scenarios to keep
gregarious, or mischievous can be fun for those them challenging for players. (If you’re unsure
types of players. how much of a challenge the group is ready for,
Keep the setting in mind. Dinosaurs as adding another creature via a GM intrusion at an
companions can be tricky due to their size. appropriate moment is a great option.)
While many buildings in Grevakc are created Help players remember their companions.
with large creatures in mind, not all are. If It’s easy for players who aren’t used to having
the players enter a building that’s made for companions to focus on their characters and
humans, do their companions get stuck in the forget about the dinosaurs at their side. It’s
doorway? Do they break through the ceiling if likely that, at least at first, you’ll have to remind
they raise their head? Or do they stay outside? players to use their companions. Have NPCs,
What do they do while they’re out there? other creatures, and the environment interact
Think about size and space as the characters directly with companions, use GM intrusions Companion GM
move through the world. A character who on companions, and provide opportunities for intrusions, page 161
finds mechanical wings so they can fly can’t PCs to work together with their companions.
carry their heavy sauropod with them into the Remember that companions are PCs, not
skies. How does that creature get to the new NPCs. You might find yourself falling into
location? You don’t have to go into detail—the the habit of treating companions as NPCs,
assumption is that dinosaurs can make their rather than PCs. It’s an easy mistake to make,
way through the world on their own without especially if you run other games where
too much trouble. Feel free to hand-wave companions work in a more NPC-style fashion.
through that kind of thing a little bit. “So your If you catch yourself starting to describe what
companions arrive at the location shortly after a companion is doing or why, stop and turn
you do. It looks like they got into a scuffle with the action back over to the person running the
something between here and there—they’re companion.
a little roughed-up—but for the most part, it Players may also forget that they’re the
seems like they made it just fine.” personalities behind the companions, expecting
Of course, it’s also an opportunity to make you to narrate their actions as you do with
something interesting happen. “So your NPCs. Don’t be afraid to nudge them gently
companions arrive at the location shortly after into roleplaying the creature if they seem
you do. Ferris, you notice that your companion, hesitant or forget. One of the nice things about
Appleseed, seems to have a rolled piece of companions is that because they’re creatures,
paper pinned to his collar. That wasn’t there they don’t typically speak. For players who are
when you saw him last.” nervous about roleplaying through dialogue,
Consider combat. If every character at companions give them a chance to use
your table takes a fighter-type companion, it gestures, movements, and other non-verbal
potentially doubles the number of PCs that actions.
The technology was connected to time in ways How to Use SATI’s Secrets in Your Game
that had never been seen before. In fact, it was Characters can interact with SATI’s hidden
this very technology that, once extrapolated from information in a number of ways:
the fossils, allowed SATI to discover time travel. • They can attempt to discover what SATI’s
With barely a trial period to test everything, SATI goals were. This can be undertaken by
started sending scientists back in time to establish talking with various people or searching old
biolabs and start searching for living dinosaurs offices, labs, or workspaces. It’s very likely
with bits of alien technology inside them. that the information they receive will not be
It’s unclear just exactly what SATI hoped to straightforward, as there are so many stories, NPCs who are (or were)
do with their discovery. Clone and create aliens? pieces of misinformation, and rumors ranked SATI officials are
Improve time or space travel (or both)? Use the surrounding SATI and its purpose that most always noted as such in
technology for their own business purposes? people don’t know what is real. their stats.
Sell it to the highest bidder? (At that point, the • They might be sent out by someone to
only ones able to pay more than SATI would discover dinosaurs with the embedded alien
have been large countries, like Pluonia and The tech. Scientists will pay a high price for such
General Republic of Mongochina). creatures, particularly if they seem to be
Now, scientists who are still working on part of a breeding herd (the technology is
the project believe that these hidden bits of embedded in genetic material and thus gets
technology are the key to fixing the time-travel passed along to some offspring). However,
failure. They continue to search for, breed, and it’s hard to tell which dinosaurs do and don’t
study dinosaurs with this technology in an have it without special training or devices
attempt to expand their understanding of it and (and most scientists won’t tell the PCs the
hopefully figure out how to use it to fix time story behind what they’re searching for, either
travel ahead of the asteroid’s arrival. because they’re loyal to SATI or because they
don’t actually know).
WHAT’S THE TRUTH? • It’s not unusual to encounter people who
Even when time travel was still operational, are searching for “treasure dinosaurs,” but It’s unknown whether
SATI’s purpose was shrouded in mystery. It’s the majority of them don’t actually know SATI was sending people
likely even more so now. This provides you with what they’re doing. Much like a gold rush, to other time periods as
a great opportunity to come up with alternative people hear about dinosaurs with treasures well. That information
truths about SATI’s arrival in Grevakc, as well as inside them, and go out hunting. More often was reserved for those
than not, they’re incredibly disappointed even higher-ranked than
for the subsequent failure of time travel.
SATI-As.
Alien Technology: This is the most common when they cut open dinosaurs to find
theory, and the one that SATI-As were told. nothing “treasure like” inside them. PCs may
Alternate Timeline: Grevakc is an alternate occasionally come upon stacks of dinosaurs
timeline. It isn’t Earth, but Earth C. There are that have been split open and left. This is
other Grevakc timelines—A, B, D, and so on— almost always the work of treasure hunters
one or more of which might be accessible from who don’t know what they’re doing.
Grevakc. • PCs who become in the know about SATI’s
No Return: Commuters were sent back to goals and the alien technology might want
mine and “ship” back raw genetic materials to get involved in other ways—using their
through time in order to fill SATI’s pockets. But science and technology skills to further It is a common truism
SATI never planned to bring the commuters advance their understanding of the alien tech that those who know the
back, due to inherent dangers in contamination. and of time travel, and help other scientists least about SATI’s real
The company knew everything would be wiped work toward the end goal of repairing time goal will talk the most.
out by the asteroid, leaving no evidence. travel. Or they may decide to go the opposite
Not an Accident: SATI got wind of something route, helping the Butterflies and other
that spooked them, and they purposefully caused resistance organizations stop the work of
the Last Commute to protect the future. Or a SATI’s scientists.
rival company infiltrated SATI and found a way
to close down time travel. Or, possibly, the Last
Commute was a great way to keep everyone
trapped in Grevakc, but SATI is still keeping an
eye on or a connection with one or two SATI-As
through a hidden loophole.
There Is No Future: The Last Commute
was triggered by some type of catastrophe that
originated in Grevakc and traveled to the future.
Contamination. Alien technology or weapons. A
superbug. Whatever it was, it wiped out Earth of
the future. Now Grevakc is all that is left.
GM INTRUSIONS
GM intrusions are interesting moments designed to complicate the characters’ lives. They’re an
opportunity for the GM to introduce an unexpected difficulty or experience, and then ask, “Now
GM Intrusion,
page 219
what do you do?” For additional information on GM intrusions, see the Cypher System Rulebook.
Here you’ll find a list of sample GM intrusions designed for Predation. They’re by no means
comprehensive, so feel free to create your own. Or you can roll a d20 on one of the tables below
for a quick and easy GM intrusion.
Remember: when you give a player a GM intrusion, they get 2 XP, one to keep and one to give
away to another player (ideally for a good reason—perhaps their plan saved the group, perhaps
they stepped right into the line of fire to protect the other characters, or maybe they just told the
perfect story to keep everyone’s spirits up).
When giving a GM intrusion to companions, you can give 2 XP to the player who owns the
companion (and they can pass out the second XP as they see fit), or you could give 1 XP to the
owner and 1 XP to the player running the companion, since the two of them will need to work
together to solve the complication. It’s up to you as the GM to decide, but the rule should be
consistent. For example, don’t give 2 XP to the owner in the first companion GM intrusion and
later give 1 XP to each of the players in the next companion GM intrusion.
PREDATION GM INTRUSIONS
1 One or more of the characters steps forward and hears the sound of an eggshell
crunching underfoot. A moment later, there are the sounds of branches breaking
nearby.
2 A pterosaur swooping overhead drops its prey accidentally; the still-living creature
comes tumbling down toward the group.
3 An unseen geyser suddenly erupts underneath the feet of one or more characters.
4 A young ankylosaur comes running around the corner, heading right for the group. It
has the word HELP written on its side in neon paint.
5 The sudden activation of a device startles any nearby dinosaurs.
6 The character takes a step forward, activating a hidden dinosaur trap.
7 One or more of the characters realizes that something or someone has been stalking
them, possibly for quite a while, and whatever it is is getting closer.
8 While the characters are in the middle of an interaction, a seemingly random dinosaur
or individual interrupts it with a savage attack.
9 An NPC’s human or animal companion suddenly seems very suspicious of the
character and begins to act accordingly.
10 The dinosaur that the characters are fighting releases a loud call, seemingly to request
assistance. Mere seconds later, two more dinosaurs appear.
11 While the characters are fighting or interacting with NPCs, a time anomaly opens up
suddenly between them.
12 During an interaction, an NPC begins to talk about their favorite conspiracy theory
about the future at length and in far too much detail.
13 A nearby lab (one that the characters may or may not even know is there) suddenly
explodes, sending shrapnel, liquids, and other debris into the air around them.
14 An NPC’s companion suddenly shows up and engages with one of the PCs. The
companion’s action might be an attack, a nuzzle, a charge, or something else.
15 The characters are suddenly caught in the middle of a dinosaur stampede.
16 A previously hidden door opens and two NPCs suddenly step out, carrying some type
of creature inside a cage.
17 A bag filled with something heavy tumbles out of the trees or tall structure overhead,
quickly falling down toward the characters below.
18 A bit of swampy or wet ground turns out to be a potentially deadly mudpit.
19 A time terror appears, separating the characters from each other. Time terror, page 74
20 One or more well-armed SATI guards show up, believing the characters to be covert
Butterfly agents.
COMPANION GM INTRUSIONS
1 One or more of the companions are suddenly nowhere to be found and aren’t
responding to calls or commands.
2 A companion steps on something sharp, doing damage to one or more of its feet, and
causing it to limp.
3 A companion’s armor, equipment, or technology malfunctions. The difficulty of all of
its actions is increased by one step until someone takes three rounds to enact a hasty,
makeshift repair.
4 During combat, a companion accidentally knocks one or more of the characters prone
with its body, tail, or neck.
5 A sudden noise causes some or all of the companions in the vicinity to startle and start
to flee.
6 In the middle of combat, the companion seems to recognize the creature or person
that it’s fighting, and refuses to attack them.
7 A loud roar or coo from another dinosaur is heard nearby, and it distracts one of the
PC’s companions from its current action.
8 A trap is sprung, and one of the companions gets caught in it.
9 The PC’s companion misunderstands or mishears a request and does the exact
opposite of what was asked of it.
10 A creature or person appears that seems to make one or more of the companions
particularly wary or nervous.
11 Two or more of the companions start interacting with each other in a way that makes a
lot of noise and is likely to draw attention.
12 A companion starts acting suspicious about something that the characters can’t
hear, see, or smell. The companion won’t stop or leave until the character spends two
rounds calming it down (or the issue itself is dealt with).
13 While the characters were busy doing other things, one of the companions got hungry
(or bored) and chewed up an important object (or ate all of the rations).
14 A companion knocks into a campfire, some combustible lab equipment, or a nearby
lava stream and lights its surroundings on fire.
15 A companion attempts to go through a door, tunnel, or other too-small space and gets
stuck.
16 A companion returns from a task carrying an unexpected object or living thing in its
mouth.
17 During an intense interaction between two or more characters, one of the companions
interrupts, perhaps in an attempt to defuse tensions (or perhaps just as a blunder).
18 One of the companions grabs an important object and runs off with it.
19 The companion’s upgrades start malfunctioning—perhaps its lasers are misfiring or its
cybernetic wings stop working—at the worst possible moment.
20 The companion meets a new friend or mate, and is reluctant to continue on without
them.
Chapter 15
CYPHERS, ARtIFACtS,
AND REMNANtS
C
yphers, artifacts, and remnants are IDENTIFYING AND
all remnants of the past—or, rather, USING CYPHERS
the future—that come through time It’s possible to identify the cyphers that a time
anomalies into the Cretaceous period. No anomaly carries prior to entering the anomaly.
one is entirely sure how or why this happens. This is an Intellect-based task equal to the time
Is it a sign that the future is still out there, anomaly level. When cyphers are pre-identified,
somewhere, attempting to reconnect with the characters may attempt to choose which
those stuck in this time? Or have the objects cyphers embed themselves in their DNA.
Time anomaly, page 74 themselves been stuck in some kind of weird Sometimes characters may walk into a time
time loop ever since the Last Commute and are anomaly without realizing it, or they may not
Rarely, an actual physical only now finding their way to Grevakc? There identify the cyphers beforehand. In this case,
object slips through a are many theories, but in the meantime, people the cyphers are embed at random. As soon
time anomaly, but these
are only too happy to put the objects that come as a cypher embeds in someone’s DNA, the
tend to be artifacts or
remnants rather than their way to good use. information becomes available to them. There
cyphers. is no need for a further roll or task to identify it.
Once a cypher is embedded in the PC’s
CYPHERS DNA, they can choose to use it at any time.
In Predation, cypher The vestigial remnants of far-future technologies, Cyphers lie dormant in the character’s DNA
levels are always sciences, and information storage systems that until they are activated by the user or purged
determined by the level have slipped through (or perhaps continue to (either via another cypher, a lab, or a special
of the time anomaly. slip through) the timespace closure via time device). Using a cypher is as simple (and as
Thus, a cypher’s “given”
anomalies, cyphers are bits of information that hard) as asking your body to activate it. The
level (1d6 or 1d6+3, for
example) is typically
have been encoded for digital preservation same way that you ask your hand to pick up a
used only in unusual inside human DNA. pencil, PCs ask their body to extract and use the
circumstances, such as To gain cyphers, characters just need to walk information stored in their DNA.
when an NPC has a into or through a time anomaly. The cyphers Most of the time, the results of a cypher
cypher. will fill all available space in the character’s occur as a response within the user’s body—a
DNA. A time anomaly will provide cyphers to healing cypher releases information or
each character only once. It’s believed that this antibiotics into their tissue, allowing them to
has something to do with the way in which time quickly feel better. A knowledge cypher could
anomalies interact with an individual’s DNA. work in any number of ways: delivering specific
Some devices may disguise a character’s DNA, information right to the user, increasing blood
allowing them to “fool” the time anomaly into flow to the brain for improved cognition, or
giving them cyphers more than once. even releasing someone else’s memory that
Cypher levels are determined by the time provides necessary information.
anomaly level. For example, a level 3 time It’s also possible to share the effect of some
anomaly carries level 3 cyphers, while a level cyphers with others by physically touching (or
9 time anomaly carries level 9 cyphers. The being close to) another living creature or object.
majority of anomalies are levels 3 through 6, These typically require an action to activate, but
A cypher that has
and last anywhere from a few minutes to an the result is instantaneous.
manifested into physical
form (outside of the hour. Rarely, an anomaly will last for several In other cases, the information stored in the PC’s
user’s DNA) does not days. Once a time anomaly closes, it’s no DNA actually manifests itself in a physical form,
count toward their cypher longer possible to access any cyphers it may using a technique known as programmable matter
limit. have carried. (PM). In short, the cypher contains the blueprint
ARTIFACT LIST C
BONE TALKER
1 Shockwall Level: 1d6 + 5
2 Sky map Form: Tiny neural transmitter and bone-
conductive device
3 Succor suit
Effect: These two devices must be embedded
4 Third eye into the users’ bodies through a surgical
5 Trapper/Keeper procedure. The procedure takes about
6 Utility fog an hour in a skilled tec’s hands. When
one person has the neural transmitter
7 Vitiator Bone talker GM
implanted in their head and the other has
8 Volcanic predictor the bone-conduction device implanted intrusion suggestion:
Bone talkers sometimes
9 Wayback display in their ear, the person wearing the
misfire, acting as more
conduction device can hear the other general scanners, picking
10 Weapon mount
person’s thoughts as if they were speech. up unexpected thoughts
Works within a radius of 1 mile (1.6 km). from people in long
PREDATION Depletion: — range.
ARTIFACTS
There are many more artifacts that were CALEOSUIT
created by SATI (and possibly others) in Level: 1d6 + 1
the future than the ones that are described Form: Tiny metal strip that attaches
here. The following is a good place to start, permanently to armor
but feel free to get creative with the possible Effect: When the device in the strip reads that
artifacts afforded by the technologies and the temperature of the ground or air is
techniques of the future. If the technology approaching dangerous levels, it creates a
existed and the device could have been heat shield around the user. The heat shield
useful to someone traveling back to the protects the wearer against temperatures of
Cretaceous period, then SATI probably up to 1,250 degrees F (677 degrees C).
attempted to manufacture it. Depletion: 1 in 1d20
MICROBIAL MOOD RING track, while wearers who were dead gain +1
Level: 1d6 + 3 to each of their Pools.
Form: Color-changing ring, necklace, or bracelet Depletion: 1-2 in 1d6
Effect: Reads the bacteria in your gut and
changes colors when you encounter SHOCKWALL
an environment or hazard that might Level: 1d6 + 3
negatively affect you. Form: Round device with three legs that tripod
Colors include red (heat); green (poison, out and a remote device
particles, or pollution); yellow (low oxygen); Effect: Upon remote activation, launches a
and so on. series of electrified probes that form a nearly
Depletion: — invisible shock wall 20 feet (6 m) long and
6 feet (2 m) high. Delivers a high-energy,
OSTEOSCAN non-lethal shock to anything that attempts
Level: 1d6 to cross the wall, doing 2 points of damage
Form: Handheld scanner and stunning living creatures for one round. Stunned characters lose
Effect: Allows you to scan the bones of living The shock wall lasts for ten minutes or until their turn (but can still
or dead creatures (within short range) and it has delivered 6 points of damage. defend against attacks
normally).
learn a great deal about them, including what Depletion: 1 in 1d6
type of creature they are, their level, whether
they have any illnesses or weak spots, and SKY MAP
anything else the GM deems reasonable. Level: 1d6 + 2
Depletion: 1 in 1d100 Form: Glasses, visor, ocular upgrade, flexible
display
PAIN RAY Effect: Provides an integrated augmented reality
Level: 1d6 + 4 map of the night sky. Allows the user to scout
Form: Energy weapon for and mark specific stars, constellations,
Effect: Projects a focused beam of electromagnetic asteroids, and planets with simple eye
waves at a target in long range. Upon tracking. When used, provides an asset on
impact with a living target, it heats up the all tasks involving predicting the weather,
water and molecules in the target’s skin, navigating the world, and astronomy.
doing damage equal to the artifact’s level. Depletion: —
Depletion: 1 in 1d20
SUCCOR SUIT
PTERODRONE Level: 1d6
Level: 1d6 + 5 Form: Full-body jumpsuit or overlayer
Form: Tiny device with camera and sensor Effect: These clothes keep the wearer’s
Effect: When activated, the device unfolds body temperature at the same level as
into the size and shape of a pterosaur. It their surroundings. This keeps the user
can soar, guide, and fly under the remote comfortable and makes them invisible to
control of a user up to a mile away. Records creatures or automatons that use heat
and projects images directly into the skin of sources to sense (such as infrared vision).
the user as commanded. Depletion: —
Depletion: 1 in 1d20 (check each day of use)
THIRD EYE
REGENERATOR Level: 1d6
Level: 1d6 + 5 Form: Synthetic or cybernetic eyeball
Form: Full-body jumpsuit, body bag, or Effect: To activate this device, the user must
overlayer press it into their empty eye socket and
Effect: This contraption wraps the wearer’s hold it there for at least one minute while
body snugly right after death (or when near it connects to their optic nerves. Once it’s
death) to slow down the bodily functions, properly installed, the user can see through
allowing the body to stave off cellular it as if it were a normal eye, and can also
death. After ten minutes, someone else see in areas of darkness as if they were lit.
can activate the device at the top of the At any point, the user can use an action to
contraption, shocking the body inside to remove the eyeball from their head. They
bring it “back to life.” can continue to see through the device
Upon successful activation, wearers who are while they are within 1 mile (1.6 km) of it.
debilitated move one step up the damage Depletion: —
TRAPPER/KEEPER VITIATOR
Level: 10 Level: 1d6 + 1
Form: Flexible, collapsible box or bag made of Form: Small device that attaches permanently
bulletproof material to a ranged weapon
Effect: When expanded, stores food and keeps Effect: The device analyzes the best place to
it fresh for up to one week at a time. strike a foe for maximum damage and
The device is self-sealing, buoyant, and guides the user to aim for that area. All
solar-powered, and keeps all food odors successful attacks using the weapon do +1
undetectable, even from dinosaurs and damage.
other creatures. Locks with a fingerscan Depletion: — (or when the weapon it’s attached
device and is very difficult (equal to its to is broken, sold, or stolen)
level) to cut, tear, or puncture.
Depletion: — VOLCANIC PREDICTOR
Level: 1d6
UTILITY FOG Form: Small box, bracelet, or sphere with
Level: 1d6 + 2 flexible, pop-up monitor
Form: Reusable canister, spray gun, lock box Effect: Accurately predicts volcanic eruptions
Effect: Releases swarms of tiny brain-computer up to 48 hours ahead of time within a
interface machines that fly through the air 2-mile (3 km) radius of the user. Gives
and interlock with robotic arms. The user can the user a readout of the location, the
create a neural connection with the external expected eruption level (on a scale of one
robots to allow for simple psychokinesis. The to ten), and the estimated time of eruption.
fog can be used to perform many physical Sometimes predicts earthquakes, time
tasks, such as throwing objects in the air, terrors, and other large storms, but is a
hovering over the ground, and moving an much less reliable source for those.
object on the other side of the room. Can Depletion: —
be used for living creatures and objects up
to 200 pounds (90 kg). Utility fog cannot
be seen or felt until it is activated via neural
interface. Lasts for one hour.
Depletion: 1 in 1d100
Chapter 16
“P
Use GM intrusions romised Land” is an adventure SYNOPSIS
liberally, especially for for characters who are just The town of Bonehaven is well known for two
companions. This keeps starting out. It’s designed with things: dinosaur wrestling and a delicacy of
things interesting and
the assumption that characters will have their meat on a stick called dosan. Located along
ensures that players
don’t forget to interact
companions when the adventure begins. For the Chalk Road in the lower half of Laramidia,
with their companions. GMs who’d like to start the characters out Bonehaven began as a little roadside tent set up
See page 161 for a list of without their companions, there are tips in the by the entrepreneur couple, Camila and Aida, to
suggested GM intrusions Starting Without Companions section below. serve the needs of travelers on their way across
for companions, or use Although “Promised Land” is set in the town the continent. Bonehaven wasn’t the only
the ones suggested in the of Bonehaven and the surrounding areas, it supply store to crop up along the Chalk Road,
adventure. could easily be located in any small town within but it was perhaps the most unique. In addition
a day’s walk of a jungle (which is most towns, to buying and selling basic supplies and luxury
Chalk Road, page 92 as Grevakc is primarily jungle). Feel free to items, and providing temporary respite from
move it to a location that you’re already using if the elements, the couple offered a variety of
Laramidia, page 76
you want to add this adventure to the middle of entertainment options, the most popular of
Bonehaven, page 96 another campaign. which was trained dinosaur wrestling.
Now, mostly thanks to the dinowrestling,
Dinowrestling, page 97 Bonehaven is a bustling, burgeoning town.
BACKGROUND It’s not unusual to see a wide mix of travelers
The Genesix Fellowship is an organization and locals, dinosaur trainers and breeders,
within Grevakc that is not very well understood SATI members and Butterflies and even the
by most people. Those with only a passing occasional genesi, all standing together outside
Those who do not believe
acquaintance to the group are likely to write the of a ring, rooting for their favorite creature to
in the Fellowship or its
ways disparagingly call its members off as religious fanatics who ignore win a bout.
members Edenites. the evidence of dinosaurs right in front of them
while they search for their paradise, the fabled
For additional useful Garden of Eden. But that understanding is far STARTING WITHOUT
information, GMs should too simple, not to mention erroneous. The COMPANIONS
read through the section genesi are searching for the Garden of Eden If you’d like to run this adventure with a
on the Genesix Fellowship group of characters who haven’t yet gained
(which they call the Promised Land) but they’re
and its members their companions, you’ll probably want to
(Chapter 11: Groups and
doing so by using science and technology,
rather than just faith. decrease the number of creatures by one
Organizations, page 120).
Of course, their intense drive to prove the or more in combat scenarios. Characters
Have the creatures and existence of their holy space (and to finally with companions essentially double the
NPCs interact directly discover its location) means their ways aren’t numbers in any fight, so characters playing
with the companions. It’s always the most scrupulous. Some sects have solo will need a bit less of a challenge.
easy for companions to taken to buying, trapping, and even stealing Sprinkled throughout the adventure are
fall by the wayside when various opportunities for characters to gain
dinosaurs that they believe might carry the
they’re not being used companions. Use these liberally to provide
in combat, so don’t be
information that they seek.
the players with the opportunity to gain
afraid to encourage PCs
to use their companions their companions via these methods now
to interact with or in the future.
creatures, NPCs, and the
environment.
DINOWRESTLING
Dinowrestling is a sport between trained dinosaurs. This isn’t a fight to the death—although
that happens occasionally and is almost always an accident—but a fight to submission. The
dinosaurs are carefully vetted for health, trained by their owners, and sorted into ranks by type
and size.
It’s most common for spectators to make bets in nautils, but they may also bet supplies,
dinosaurs, technology, and pretty much anything and everything else that someone else might
want. Dinowrestling is a popular pastime throughout Grevakc, but Bonehaven claims to be the
original location of it as an organized sport.
For additional information on dinosaur wrestling, see page 97.
like lab testing and personality profiling. Meekan is short and stocky, with a thick red
The answer is that while this creature looks mustache flecked with grey (that, ironically,
nearly identical to The King, Arturus is matches the color of his bambiraptor almost
correct. This isn’t her dinosaur. exactly). On his hip, he wears a long grey whip
There are some people milling about the area, that seems to be made of sinew. It has spikes
mostly other trainers. Most of them didn’t see of metal woven throughout it. His voice is loud
anything unusual and all of the trainers are and carries farther than it needs to.
pretty sure that their dinosaurs are still their When the PCs arrive, it’s clear that this isn’t
dinosaurs. what they might have expected. There’s a giant
Feel free to use these crowd standing around, facing Meekan, who
bystanders anywhere in BYSTANDERS: can be heard through the building. He’s saying,
the barn area, or make Lyvie: level 4; tall and thin, a little aggressive, “Whoever has done this is going to pay.” While
up your own. mostly trains T. rexes, carries a laser pistol it seems that he is slightly attached to T. Rot,
Halin: level 3; broad shoulders, bald, head it’s clear that this is very much a business for
is fitted with electro-neodes (allow him to him, and his anger stems from the fact that
communicate telepathically with those who are someone is affecting his bottom line.
willing); hired guard; carries a crossbow It turns out that someone has also switched
Shastrop: level 3; wears an elaborate green out Meekan’s dinosaur. Or so he thinks (he’s
dress and trains anzus; carries two long ribbons less certain of it than Arturus, but once Arturus
Meekan: level 4, dinosaur that do electric damage to whatever they touch has looked at the creature inside T. Rot’s cage,
training as level 5, social (as a light weapon) she will back up Meekan’s claim).
interactions as level 3; Meekan and T. Rot: Meekan and his Meekan also offers 10 nautils to anyone
carries a long, coiled whip dinosaurs are on the far side of the building, in who can return T. Rot to him—dead or alive—
on his right hip
another small-creature section. Arturus will lead and prove that they’ve dealt with the culprits
the PCs to him, but then seems nervous about appropriately.
confronting him (it’s clear that she’s not afraid By investigating, talking to Meekan, and
of him, but she doesn’t like confrontations and using their knowledge and skills, the PCs may
will happily pass that off to the PCs if they seem discover the following:
willing to take it on).
• The fingerprint lock on T. Rot’s cage seems Bubble: What Anija saw is a special type of GM intrusion
to have been picked in a similar way to the camouflaging device that bends light to make suggestion: As one of
previous one. things appear nearly invisible. Anija doesn’t the PCs is inspecting the
area, one of the larger
• There is a trail of more red clay that heads know about the device, other than what
dinosaurs that walks
out of the barn in the direction of the jungle. she saw, but a PC can try to see if they have by interacts with them
• Is the dinosaur in the cage actually T. Rot knowledge of it or something similar from their somehow (knocks into
or a different bambiraptor? The players can past experiences. them, starts attacking
attempt to find the answer through means them, attempts to cuddle
like lab testing and personality profiling. them, and so on).
The answer is that while this creature looks ENTERING THE GM intrusion
nearly identical to T. Rot, Meekan is also CERIZE TANGLE suggestion: One of
correct. This isn’t his dinosaur either. Like so many jungle stretches in Grevakc, the the PCs accidentally
• Those who search carefully might find that Cerize Tangle has a name, but not much else. steps into a nest of
the clay trail leads across the Chalk Road There are no maps to the area, and no clear protoceratops eggs that
into the stretch of grassland. was mostly hidden in a
paths or routes through the green expanse.
groundnest. The sound of
If the PCs share what they’ve learned with It’s yet another mostly unexplored area full of the crunching eggs causes
Meekan and Arturus, Meekan isn’t interested trees, vines, winding rivers, and dinosaurs. It is the two future parents to
in traveling with the PCs. If they’ve agreed to try unique in that much of it is covered with thick come running.
to track down his wrestler, he seems content red clay. This is the same clay that was found
with that. Arturus seems torn between going inside the barn. Protoceratops: level 4;
protects or defends young
and staying. In the end, she will likely decide to If the PCs follow Anija’s comments about
as level 6; does 6 points
stay and search the area around the barn to see exactly where the “bubble” went across the road of damage by ramming
if she can find any trace of The King (unless the and the field, they might find signs of passage: with horns; Armor 2
PCs present a compelling reason for her to do what seems to be the tracks of one or more
otherwise). humans and one large dinosaur. But no small There is a single
dinosaurs, like a bambiraptor. unharmed egg remaining
in the nest. It’s possible
Entering the jungle is hard going, but not
THE COSTER & THE as hard as the PCs might have expected.
for a PC to take the
protoceratops egg,
BUBBLE: A CLUE Once they get through the first 5 or so feet incubate it, and raise it as
When the PCs reach the Chalk Road, they of vines and trees, everything thins out a bit, a Ceratopsian companion
might notice a young woman striding down the allowing for almost normal moment. There are if they don’t already
have a companion.
road toward them (or, more correctly, toward no obvious tracks in the red clay here, but a
The process is a level 5
Bonehaven), her trike packed high with bags perceptive PC might note the occasional broken Intellect task and takes
and supplies. She’s what’s commonly known as branch or trampled plant. three months (but can be
a coster, someone who sells their wares from Roilvine: The PCs don’t get very far inside sped up with technology
the back of a dinosaur. the jungle’s edge (probably just a few minutes’ and abilities).
Anija is dressed in layers and although she walk) before they come upon a roilvine. These
Ceratopsian companion,
carries herself with strength, it’s clear that she sentient genetically engineered plants have page 54
and her trike have been on the road a long time. various purposes, but they’re most often used
In fact, by way of small talk, she might even say as defense. They rarely grow in the wilds on Roilvine: level 6; grabs
something about how excited she is to reach their own. and strangles up to two
Bonehaven, where she’s hoping to rent a room In this case, the roilvine seems designed for foes within short range at
a time with its tendrils,
for the night and sleep in an actual bed. both defense and offense, as it coils and grabs,
doing 3 points of damage.
If the players talk with her, Anija says that she holding its foe captive while it does strangling Captive foes must make
might have seen something, as she typically damage. The roilvine is very thick and hard a level 5 Might defense
tries to pay close attention to what’s happening to see through. It stands about 7 feet (2 m) roll to break free.
on the road around her. Then she shows them high, and seems to be planted in a large circle
some of her wares. They’ll get the hint that she (about 500 feet [150 km] across at the largest Anija: level 3; trading,
positive social interaction,
might be a little easier to talk to if they purchase point). There doesn’t seem to be a clear entry perception, and haggling
something from her. point. Whoever uses this vine has genetically as level 4; if someone
By talking to her, the PCs can learn that as engineered it to open for them alone (PCs purchases something
she was approaching Bonehaven, probably half an who study the vine might learn that it requires from her, she can be
hour away, she was looking through her binoculars a drop of a specific person’s blood to allow persuaded as level 2;
(she might show them off as she talks, suggesting passage.). carries mostly inexpensive
and moderately priced
they’d make a great gift for someone) and saw The PCs can try to get through the roilvine in supplies.
something weird. A ripple, almost like a big bubble, a number of ways: burn it down, hack through
that was moving away from town, across the Chalk it, convince it that their blood is the blood it Bubble: level 5
Road and the field toward the jungle. seeks, or use some other way.
If the PCs need more INSIDE THE There are also three people and one
than four cyphers to refill ROILVINE companion down in the cavern near the
their cyphers, feel free to The space inside the roilvine is oddly devoid of makeshift lab. Some of them turn around as the
add additional cyphers trees, vines, and even grass. Nothing seems to PCs take their slow ride down in the lift.
(up to their combined
be growing there at all. Titanosaurs: There are six domesticated
limit).
Time Anomaly: There is a level 4 time brontosauruses moving around the cavern. All
Time anomaly, page 74 anomaly inside the roilvine’s northern curve. of them are armored with light packs that cause
It will remain for another five minutes or so them to glow brightly, like a very large lamp.
Companion connector, after the PCs arrive. Characters who enter must This is where most of the light in the cavern is
page 164 succeed on a level 4 Speed defense roll to avoid coming from.
the crackling electricity inside the anomaly. Cages: Along the southernmost wall of the
Levity, page 166 Those who fail take 4 points of damage. cavern are five cages. All but one appears
The anomaly contains the following level 4 to be empty. Inside that one is a small furry
Miragefilm, page 166
cyphers, as well as a remnant: alphadon.
Syrinx, page 167 • Companion connector Makeshift Lab: The lab has two operating
• Levity tables, both of which are too small to be
One of the PCs could • Miragefilm useful for human patients. There are various
choose to rescue the • Syrinx makeshift tools and devices strewn about. It’s
alphadon as their • Remnant: A piece of translucent yellow plastic not at all orderly, and looks like it might have
companion if they
with the body of a worm trapped inside it. been set up recently (or at least with the idea
don’t already have
one. Alternatively, they
Metal Box: In the very center, there is a large that it might need to be moved on the fly).
could take it back to metal box that rises just a few inches from Carlotta: This curvy woman with short blue
Bonehaven and sell it or the ground. The box is 100 feet (30 m) square hair appears to be conducting some type of
find a home for it. and has the symbol of two trees etched into it. operation on one of the lab tables. She has
There is also a series of gears and levers on the various tools around her, with her back to the
Lift: level 3 side of the metal box. lift. She doesn’t look up or stop her work as the
PCs can figure out that this is the top of a lift, lift lowers down.
GM intrusion
designed to be large enough to carry people, Huey: This thin man holds himself very still
suggestion: The lift
is jostled or otherwise
dinosaurs, and supplies down into the ground. and keeps his hand on the cudgel at his side.
falters, tilting It isn’t locked, and if they can figure out how to It’s clear he’s surprised to see the lift moving.
momentarily in such operate it (using the gears and levers), it will Kasi: Tall and wiry, Kasi is working at
a way that it puts one jolt to life and start moving downward at a very Carlotta’s side, offering tools and devices when
or more of the PCs or slow (about a foot per minute) pace. The speed asked. Kasi has a trained Raptor companion
dinosaurs at risk of picks up as it goes, and the whole trip down to that is upgraded with a ranged weapon.
tumbling off. the floor takes about ten minutes. The NPCs don’t attack the PCs (unless the
It doesn’t take long for the PCs to realize that PCs make the first move, in which case they will
Alphadon companion,
page 55 they’re being lowered into a giant underground fight). But Huey does come forward when the
cavern. The lift is slow enough (and has no lift lands to ask why they’re there.
Carlotta: level 4; walls) that it’s possible to see much of what’s By investigating, talking to the NPCs, and
carries a level 5 artifact spread out beneath them (of course, this using their knowledge and skills, the PCs may
called a bonesiphon means that everyone beneath them can also discover the following:
(removes bone marrow see the PCs as they oh-so-slowly are lowered • These three are all members of the Genesix
from a living creature down to the ground). Fellowship. PCs with previous ties to the
and analyzes it; does
Fellowship will know a fair bit about them,
5 points of damage
to the creature when and others will likely know rumors. They
it succeeds; does 10 THE CAVERN probably know at the very least that the
points of damage to the The cavern is very large and sort of oval in GF believes that some dinosaurs carry
creature when it fails; shape—at least 1,000 feet (300 m) across at important information to help them find
with a successful removal its widest points and probably 300 feet (90 m) the Garden of Eden—what they call the
of marrow, the user can from floor to ceiling. Much of the cavern at the Promised Land.
learn up to three things edges lies in dark shadow, and it seems mostly • The dinosaur on Carlotta’s table looks an
about the creature).
empty. The majority of the light—what little awful lot like The King (and, in fact, it is).
there is—is moving, and it’s coming from living • Another dinosaur (T. Rot) recently died
creatures—not bioluminescent, but a glow that while Carlotta was attempting to operate
seems to have some kind of external power on it.
source. Along the southernmost wall of the • Huey and Casi stole the dinosaurs and
cavern are a series of cages, and what looks like brought them back to Carlotta. They believe
some type of makeshift lab. that this particular family of bambiraptors
carries some part of the secret to the ENDING THE Huey: level 4; carries
Garden of Eden in their DNA. ADVENTURE a wire-wrapped cudgel
• Carlotta attempted to discover that secret in The PCs may use the lift to return to the (medium weapon);
T. Rot’s DNA but killed him accidentally in surface, or they may explore the cavern further. Armor 1
the process. She appears distraught about There are any number of small natural tunnels
Kasi: level 4; carries a knife
this. and caves that lead out from the main room. If
• Carlotta says that their main tec was killed this is the start of a larger ongoing adventure, Raptor companion:
by a dakotaraptor and she’s trying to take the PCs could choose to explore those areas equipped with a laser
over, but she’s not as good at it. She must rather than head directly back to Bonehaven. gun inside its mouth that
check the DNA of The King or she’ll be in If the PCs return to Arturus with The King does 5 points of damage;
big trouble with her supervisor. She pleads still alive, she will express her deep and sincere can also emit a sonic
with the PCs to help her do the experiment gratitude. (Even if they return and The King blast that stuns every
living thing in short range
if they can, so that she can do it without has died, she will still be grateful for their help,
for one round, causing
killing The King. If they succeed, she’ll even as grief likely overcomes her.) Either way, their next action to be
happily give the bambiraptor back to them. Arturus will keep her promise to give the PCs a one step more difficult.
deep discount on one of her pups.
Meekan will also be grateful that they tried to Dakotaraptor, page 139
BUBBLE ARTIFACT help. Being a businessman and someone who
Level: 4 understands the importance of skilled help, he The experiment: level 7
Form: Small device with a button on it will give each of the characters 15 nautils (more
Effect: Alters light in a 50-foot (15 m) GM intrusion
than he’d originally promised) and tell them
bubble to make everything inside the suggestion: Something
that if they ever need a job, he’d be interested spooks one of the lighted
bubble three steps more difficult to in hiring them to help out with his training and titanosaurs, and the
detect wrestling needs. In fact, after this, he’s thinking entire herd of them starts
Depletion: 1–2 in 1d6 of hiring a guard or two. running toward the PCs.
Genesix Fellowship, The PCs earn 1 XP each for having discovered the underground laboratory of the Genesix
page 120 Fellowship and 1 XP each for having solved the mystery of the missing dinosaurs. If the PCs don’t
already have companions, they may choose to purchase a pup from Arturus. If they don’t have
the nautils now, they can either choose a creature and ask Arturus to hold it, or they can give her
a down payment and work out a payment plan for the future. This isn’t a one-time offer—if a
character wants to come back and take her up on this later, that’s fine too.
If someone works out a payment plan with Arturus and doesn’t keep up with it, she will get over
her dislike of confrontation and send someone out after the person for the money. She may be
nice, but she’s not that nice.
Ornithomimid, page 54
Orange-and-gold bambiraptor Raptor 100 nautils 50 nautils
Brightly colored red, blue, and brown Ornithomimid 100 nautils 50 nautils
Ceratopsian, page 54
anzu
Brown-and-green speckled triceratops Ceratopsian 100 nautils 50 nautils
Enjoy!
NON-FICTION FICTION
Ancient Earth Journal: The Early Cretaceous: Notes, Drawings, The Dechronization of Sam Magruder, George Gaylord
and Observations from Prehistory, Juan Carlos Alonso and Simpson
Gregory S. Paul Dinosaur Summer, Greg Bear
Animals Real and Imagined, Terryl Whitlatch Dinosaur Tales, Ray Bradbury
Atlas Obscura, Joshua Foer, Ella Morton and Dylan Thuras Dinotopia: A Land Apart from Time, James Gurney
Black Holes and Time Warps: Einstein’s Outrageous Legacy, Kip Dinotopia: The World Beneath, James Gurney
S. Thorne Einstein’s Dreams, Alan Lightman
The Illustrated A Brief History of Time: Updated and Expanded Evolution, Stephen Baxter
Edition, Stephen Hawking “A Gun for Dinosaur,” L. Sprague de Camp
Dark Matter and the Dinosaurs, Lisa Randall Jurassic Park, Michael Crichton
Dinosaur Art: The World’s Greatest Paleoart, Steve White The Lost World, Sir Arthur Conan Doyle
Dinosaurs: How They Lived and Evolved, Darren Naish and Meanwhile, Jason Shiga
Paul Barrett Moon Girl and Devil Dinosaur, Amy Reeder and Brandon
Dinosaurs: The Most Complete, Up-to-Date Encyclopedia for Montclare
Dinosaur Lovers of All Ages, Dr. Thomas R. Holtz Jr. Raptor Red, Robert T. Bakker
Dinosaurs of the Upper Cretaceous: 25 Dinosaurs from 89-65 “A Sound of Thunder,” Ray Bradbury
Million Years Ago, David West Thunder Series, James F. David
Encyclopedia Prehistorica Dinosaurs: The Definitive Pop-Up,
Robert Sabuda
Extreme Dinosaurs, Robert Mash MA (Hons) TELEVISION AND MOVIES
The Fabric of the Cosmos: Space, Time, and the Texture of Jurassic Park
Reality, Brian Greene Primeval
The Mythical Zoo: Animals in Life, Legend, and Literature, Terra Nova
Boria Sax Walking with Dinosaurs (BBC Earth)
National Geographic: Prehistoric Mammals, Alan Turner
Night Comes to the Cretaceous: Dinosaur Extinction and the
Transformation of Modern Geology, James Lawrence Powell BLOGS, JOURNALS
The Sixth Extinction: An Unnatural History, Elizabeth Kolbert AND WEBSITES
Time: A Traveler’s Guide, Clifford A. Pickover Future Timeline (http://www.futuretimeline.net)
Time Machines: Time Travel in Physics, Metaphysics, and Journal of Paleontology
Science Fiction, Paul J. Nahin Nautilus
The Time-Life Guides: Dinosaurs, Michael K. Brett-Surman Science Daily’s Paleontology section (www.sciencedaily.com)
The Society of Vertebrate Paleontology (http://vertpaleo.org)
Wired
KICKStARTER PLAytEStERS
AND CONtRIBUTORS
A huge thanks to every one of our Jon Schreife Timothy J. Watkins
Kickstarter playtesters, who helped us Jonathon Smith Troy Pichelman
make this game so much better: Joseph A Noll Zanth
Aaron Mortensen Karl Apsel (CidCalypso)
Arturo Caissut Kurt Blanco With extra special thanks to our
Carlos Ovalle Lars Lauridsen in-person playtesters:
Charles Myers Lee Sims Chris Piazzo
Chris Malone Lord Deron Creag Mhor Troy Pichelman
Chris Piazzo Luc Teunen Dave Hanlon
Chris Wine Marc Plourde Marc Plourde
Cory Bonifay Mark Craddock Kurt Blanco
Dave Hanlon Mark Parish Brett Gann
Dave Moyer Massimo Cranchi Jake Linford
Dwayne C Schueller Matthew Sercely Matt Jensen
Eric M Jackson Michael Goldrich Michael Parker
George H. Trace Webster II Mike Greszler Tracy Gosell
J Aaron Farr Paul Huey Hubbard Jeromy French
James a.k.a. uber Paul Wocken
James Gray retnuH Kelly And triple-special thanks to our
James McKendrew Robert Beck Cretaceous Contributors:
Jeff Scifert Rod Holdsworth Carlos Ovalle
Jeff Wheeler Ryan Dukacz James Gray
Jenifer Doll Ryan Hyde (Num’bokwei) Marc Ploude
Jessie Beasley Shawn Lamb
John Kender Teófilo Hurtado Navarro
GLOSSARy
Aeternologist: a scientist who studies time travel.
Catastrist: a scientist who focuses on understanding, predicting, and preventing upcoming catastrophic events.
In Grevakc, that is mostly the impending asteroid.
Coster: someone who sells their wares from the back of a dinosaur. Can travel or be stationary.
Crossgen: a dinosaur who is clearly a combination of two or more unique dinosaur species, whether through
cross-breeding, genetic tampering, or some other scientific process.
Gastroliths: stones that some animals swallow and use to help grind up tough plant matter in their digestive
system. Also called gizzard rocks.
Hatchlings: young dinosaurs. A term used most often by scientists and breeders.
InterGlobal Time (IGT): a synchronized unit of time measurement established by SATI and others in the future.
Juveniles: young dinosaurs that are beyond the hatchling stage. A term used most often by scientists and
breeders.
Last Commute: the moment when time travel stopped working, trapping everyone in the Cretaceous. Sometimes
called the Great Howling.
Pups: the most common term for young dinosaurs. A term used most often by non-scientists. Also sometimes
called calves, chicks, or cubs.
Time anomalies: places that look like glitches in the landscape. They’re always temporary and often carry cyphers,
as well as artifacts and remnants.
Time-seeker: someone who seeks out time anomalies, time treasures, and time science the same way that a
treasure seeker might seek out treasure.
Time terrors: dangerous weather storms that appear suddenly and leave behind giant swaths of devastation.
Trackways: a series of footprints left behind when an animal walks over soft ground. They can be used to learn
the animal’s speed, weight, and herding behavior.
IS A WHO
DESCRIPTOR TYPE
FOCUS CYPHERS
COMPANION
TIER EFFORT XP
LIMIT
EQUIPMENT
ATTACKS MOD DAM
BACKGROUND
PORTRAIT
NOTES
OWNED BY
PLAYED BY
LEVEL
ARMOR HEALTH INTERACTION
CATEGORY DISPOSITION
IS A
NAME
NAME
IS A
DISPOSITION CATEGORY
OWNED BY
PORTRAIT
Index
acroplocerex 130 Enta Lab 82 Raksha Snarl 113
Addermire 98 equipment 60 Raptor (companion type) 54
Adoni 120 Exedu 110 Redjaw Wilds 102
Aello 94 extinction event 68 remnants 173
aeternologist 186 Fast Companion (Cretaceous ability) 35 roadknights 79
aeternology 15 Festival of Ashes 89 Salmon Center 80
Ankylosaurs (companion type) 54 Festival of Time 89 Salmon Flats 76
anzu 131 Flashy (companion disposition) 58 SATI (organization) 116
apatosaurus eros 132 Floating City of Coareas 107 SATI bunkers 104
Appalachia 110 Focus 39 SATI guard (NPC) 149
archelon glaciesi 133 Friend to Dinosaurs (Cretaceous ability) 34 SATI higherup (NPC) 149
argoraptor 134 gastrolith 186 SATI loyalists 95
artifacts 168 Gathering Circle 85 SATI token 60
Astral Caverns 104 genesi 120 SATI-A 158
bambiraptor 135 Genesix Fellowship 120 SATI-O 158
Beasts of Darkness 86 ghasthound 140 SATI-U 158
Betrayal Island 108 GMing companions 155 Savage 38
Blackbone Forest 102 Gold Docks 87 Scarlet Bay 112
Blend In (Cretaceous ability) 34 Gre-Vakian c Trials 66 Schetullind Groves 114
Bonehaven 96 Great Howling 67 Self-Evolves 43
Boneyard Bayou 114 Grerock Prison 86 Shared Attack (Cretaceous ability) 35
Boot, the 101 Grevakc 66 shrilk film 62
Butterflies (group) 118 Grey's Crater 83 Shut It Down (Cretaceous ability) 34
Butterfly (NPC) 148 Gridelin Wilds 92 silverback 150
Butterflies, the 118 Hellboy 122 Slick 38
carnosuchus 136 Hendrickson 99 smart fluid 61
Castle Carneath 112 Inspiration (Cretaceous ability) 35 Sociable (companion disposition) 59
catastrist 186 InterGlobal Time (IGT) 186 solarium 61
Ceratopsians (companion type) 54 Intimidating (companion disposition) 59 Solarsong 80
Chalk Road 92 Karn 17 Space and Time, Intg. (SATI) 116
chimera 93 katcha (stinkserpent) 92 stygimoloch 145
Chrysalis 103 Kelaino 77 supersauri 146
Cinder Ocean 101 King's Court 96 Sylvin's Crater 115
Clever (companion disposition) 58 Kingdom of the New Humans 113 Tantrum, the 102
clothing and armor (list) 62 Lab Master (Cretaceous ability) 35 Tec 21
Clumsy (companion disposition) 58 Laramidia 76 Terrifying Roar (Cretaceous ability) 35
companion GM intrusions 161 Laramidia, Lower 76 teslasaurus 147
companions 46 Laramidia, Upper 102 time anomaly 74
coster 179 lassaboat 110 Time Seeker (Cretaceous ability) 35
Crossed Wires (Cretaceous ability) 34 Last Commute 67 Time Tap (Cretaceous ability) 34
crossgen 186 Living Shield (Cretaceous ability) 34 time terror 74
Curious (companion disposition) 58 lythronax 141 Timid (companion disposition) 59
currency 60 materials 61 Torotix Run 91
cyberdrone 137 Metatheria Plateau 115 transalumina 62
cyphers 162 nautils 60 Triangle of the Faithful 86
dakotaraptor 139 nerezza 142 True Companion (Cretaceous ability) 34
Dangerous Dinosaur Insight new human 113 True Understanding (Cretaceous ability) 35
(Cretaceous ability) 34 Niveous 109 type 16
Daring 36 Nowhere Bridge 112 Tyrannosaur (companion type) 53
Decypher (Cretaceous ability) 35 Okythoe 95 upgrades (creatures) 123
descriptor 36 Ornithomimids (companion type) 54 Utopian Skyway 112
Detect Tech (Cretaceous ability) 34 Osteon 30 Valley of the Limping Don 115
Dinosaur Insight (Cretaceous ability) 34 piezotextiles 61 venaraptor 79
Dinosaur Slayer (Cretaceous ability) 35 Phyrric Pass 92 venator 79
Dinosaur wrestling 97 platypode 143 Vigilant (companion disposition) 59
Discover Dinosaurs (Cretaceous ability) 34 Plays God 39 Volcanic 38
Dota Lab 82 Predates 42 Walks With Dinosaurs 44
Draco Split 103 prokarcoat 61 weapons (list) 63
Draw the Pack (Cretaceous ability) 34 Protect the Herd (Cretaceous ability) 35 Western Interior Seaway 106
dupe 186 Pterosaurs (companion type) 55 western shoreline 110
Early Mammals (companion type) 55 Pteryx 25 wetweave 61
Edenites 120 pygmy sauroposeidon 144 Wild Walk 88
Empirical 37 Quick Lab (Cretaceous ability) 35