TEXT: GODS BEYOND: 
  CONVERTING GODS OF THE FALL 
  FOR NUMENERA AND THE STRANGE
  
  2
   WHAT IS NUMENERA?
  Numenera is a science-fantasy game set a 
  billion years in the future, where technology 
  is so advanced that it seems like magic. 
  Eight great civilizations have come and 
  gone, leaving their bizarre relics scattered 
  about the planet. Now, somehow, humans 
  have returned. They’re making a new world 
  for themselves amid the ruins of what’s 
  come before; they’re creating the Ninth 
  World.
  G
  ods of the Fall uses the same 
  Cypher System that underlies 
  The Strange and Numenera. 
  Although all three settings have mechanical 
  differences, they share an identical core 
  resolution mechanic: all game difficulties 
  are rated from 1 to 10; characters use Effort, 
  skills, and assets to reduce that difficulty; 
  and a d20 is rolled to determine success 
  or failure. In addition, characters are 
  described by a single sentence composed of 
  descriptor, type and focus: I am an adjective 
  noun who verbs (though Gods of the Fall 
  adds one additional divine component). 
  Even individual elements of the games are 
  similar; several descriptors and foci can be 
  found in two or all three settings. But even 
  where types, creatures, cyphers, descriptors 
  and foci differ, the general form in which 
  they are presented, and the way they fit into 
  the game as a whole, remain the same.
  This means it’s only the settings 
  themselves that are truly different. But 
  if you’re reading this, you likely already 
  know that, and it’s probably because you’re 
  interested in using Gods of the Fall with 
  either Numenera or The Strange, or both. 
  You are familiar with Numenera and The 
  Strange, right?
  INTRODUCTION
  Credits
  Designer 
  Bruce R. Cordell
  Creative Director 
  Monte Cook
  Editor 
  Dennis Detwiller
  Proofreader 
  Ray Vallese
  Cover Artist 
  Mirco Paganessi
  Graphic Designer 
  Bear Weiter
  Artists 
  Sam Cullum, Mirco Paganessi, 
  Aaron J. Riley, Lie Setiawan, 
  Joe Slucher, Kim Sokol, 
  Matt Stawicki
  Monte Cook Games  
  Editorial Team 
  Scott C. Bourgeois, David Wilson 
  Brown, Eric Coates, Gareth 
  Hodges, Mila Irek, Jeremy Land, 
  Laura Wilkinson, Marina Wold, 
  George Ziets
  © 2016 Monte Cook Games, LLC
  Cypher System and its logo, Numenera 
  and its logo, and The Strange and its 
  logo are trademarks of Monte Cook 
  Games, LLC in the U.S.A. and other 
  countries. All Monte Cook Games 
  characters and character names, and 
  the distinctive likenesses thereof, are 
  trademarks of Monte Cook Games, LLC.
  Throughout this supplement, you’ll 
  see page references to various items 
  accompanied by one of four symbols.
   These are page references to the:  
   
  Cypher System Rulebook 
   
  Numenera corebook 
   
  The Strange corebook 
   
  Gods of the Fall 
  In each, you can find additional details 
  about the item, place, creature, or 
  concept. It isn’t necessary to look up the 
  referenced items in those, but doing so 
  will provide useful information.
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  3
  Introduction
  the Fall for creatures for your other Cypher 
  System games without fear of creating 
  some kind of time paradox.
  For instance, if you want to grab the 
  Gods of the Fall descriptor Beneficent for 
  your Numenera game, go ahead; your 
  Beneficent jack who Leads is sure to be a 
  big hit. Likewise, if you want the Gods of the 
  Fall focus Finds the Flaw in All Things for a 
  character in The Strange, congratulations—
  your Intelligent paradox who Finds the Flaw 
  in All Things in your game of The Strange is 
  sure to find a way to come out ahead.
  However, there are ways you can combine 
  Gods of the Fall narratively with Numenera 
  and The Strange, as described in the 
  following two major sections.
  How is the Afterworld (the world of Gods 
  of the Fall) connected with The Strange 
  or Numenera’s Ninth World? There is no 
  official answer. Or rather, the official answer 
  is: each is its own distinct setting. But that 
  shouldn’t stop you from doing whatever you 
  want. Several suggestions follow on how to 
  convert Gods of the Fall to both Numenera 
  and The Strange.
  WHAT IS THE STRANGE?
  The Strange is a science fiction game that 
  postulates that there are otherworldly 
  realms where many Earth fictions—novels, 
  comics, movies, myths, and even RPGs—
  become real. So you can travel to Sherlock 
  Holmes’s  London, then to a place where 
  rebels try to save the galaxy from an evil 
  empire, or to a place where Lovecraftian 
  horrors lurk at your doorstep. As your 
  characters adapt to each new world each 
  time, their equipment and abilities change 
  to keep up with their new world, which 
  keeps things interesting!
   
  LOOT-ONLY OPTION
  Rather than incorporating Gods of the 
  Fall into Numenera or The Strange in its 
  entirety, you could just loot the good parts.
  In this case, Gods of the Fall does not 
  “coexist” with Numenera and/or The Strange 
  in some larger cosmology. This makes 
  Gods of the Fall’s foci, descriptors, special 
  abilities, cyphers, and artifacts available as a 
  supplement for Numenera or The Strange, 
  and vice versa. You can rifle through Gods of 
  Paradox, page 30
  Intelligent, page 47
  Jack, page 40
  Leads, page 66
  Beneficent, page 124
  Finds the Flaw in All 
  Things, page 130
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  4
  shapers, and saviors. That’s all right—it’s 
  mostly a surface difference. Don’t get too 
  concerned about it. If your players started 
  in The Strange and have established 
  characters, there’s no reason those 
  characters can’t translate to the Afterworld 
  and continue to function normally using the 
  rules for their type in the new setting.
  But what if you want to give PC recursors 
  the opportunity to become gods during 
  their visit and choose dominions? You can 
  accomplish that in a variety of ways.
  New Type: Tell the PC recursors to create 
  Gods of the Fall characters at the same tier 
  as their regular characters with the same 
  descriptors, but with new Gods of the Fall 
  foci (as is normal when visiting a new 
  recursion) and new Gods of the Fall types 
  (which isn’t normal at all, but appropriate 
  for this strange new recursion where gods 
  walk the world). Whenever the recursors 
  translate to the Afterworld of Gods of the 
  Fall, the version of their characters with 
  the alternate type becomes active. Other 
  elements of their characters remain 
  constant, including descriptor, name, and 
  background.
  Mash up: Alternatively, you could let PC 
  recursors remain as paradoxes, spinners, or 
  vectors and simply choose foci appropriate 
  T
  he easiest way to use Gods of 
  the Fall in your game of The 
  Strange is to make the Afterworld 
  a recursion—a fictional world that exists 
  in its own reality. If you like, you can 
  also treat Nod, Soulrest, and even the 
  various components of the Gods of the Fall 
  Ruinscape as separate recursions as well 
  (linked via inapposite gates).
  Recursors are always stumbling across 
  new recursions. Some are larger than 
  others. For example, as big as Ardeyn 
  (a fantasy recursion) is, the Gods of the 
  Fall Afterworld might even be larger. It’s 
  probably thousands of years old. The Estate 
  might even be aware of the Afterworld, 
  but decided to avoid sending operatives 
  due to the high probability of planetovore 
  inception. To a resident of an Afterworld 
  recursion, the dark energy network would 
  probably be considered as an extension of 
  the Aether, if not merely another word for it.
   
  AFTERWORLD TYPES AND 
  DOMINIONS IN THE STRANGE
  The base types available for players vary 
  between Gods of the Fall and The Strange. 
  The Strange characters are spinners, 
  paradoxes, and vectors; Gods of the Fall 
  characters are destroyers, champions, 
  GODS OF THE STRANGE
  Inapposite gate, page 135
  Recursors and the Spark, 
  page 22
  Ardeyn, page 160
  The Estate, page 148
  Planetovore, page 8
  Nod, page 78
  Soulrest, page 84
  Ruinscape, page 52 
  Dominion, page 136
  Aether, page 85
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  5
  GODS OF THE STRANGE
  for the Afterworld of Gods of the Fall, as 
  normal during translation. Then the next 
  time they gain a tier in the Afterworld, 
  give them the option to choose one less 
  special ability granted by their type (one 
  less revision, twist, or move) and instead 
  choose one dominion ability at that tier or 
  lower. They also gain 3 divine shifts if it’s the 
  first time they’ve gained divine shifts, and 
  then 1 divine shift at each tier gained in the 
  Afterworld after that.
  Leaving the Afterworld: In either case, 
  PC recursors with dominion abilities who 
  translate out of the Afterworld lose access to 
  their divine shifts (except under extraordinary 
  circumstances that you devise for purposes 
  of advancing the campaign arc). You might 
  let them keep their dominion abilities, or 
  ask them to choose replacement abilities 
  within their respective types instead. This 
  translation update is easier if you’ve chosen 
  the New Type option described earlier. If 
  characters are hurt when they translate away 
  from the Afterworld, those injuries remain. 
  Which means stat Pools should be reduced 
  by the same number of points when a 
  character shows up on Earth even if they 
  were previously a god of vengeance hunting 
  the Night Beast in the Afterworld.
   
  But what if you want to give PC recursors the 
  opportunity to become a god during their visit 
  and choose dominions?
  AFTERWORLD ATTRIBUTES
  Level: 6
  Laws: Magic
  Playable Races: Human, sleen, taran
  Foci: As presented in the Gods of the Fall 
  and the Cypher System Rulebook
  Skills: As presented in Gods of the Fall 
  and the Cypher System Rulebook
  Connection to Strange: The Aether 
  acts as a separate linked recursion 
  “surrounding” the Afterworld. The 
  Aether contains gates to several other 
  linked recursions, as well as a border 
  directly along the Strange.
  Connection to Earth: A single gate 
  housed in a secret place known only 
  to Implausible Geographical Society 
  member Dennis Detwiller.
  Size: Estimates vary widely.
  Spark: 10%
  Trait: Spiritual. Sometimes—at the 
  game master’s (GM’s) discretion—
  creatures with the spark, even those 
  that are not divine themselves, can 
  sense the nimbus that many divine 
  creatures and objects possess.
  Foci, page 90
  Skills, page 20
  Night Beast, page 63
  Sleen, page 127 
  Taran, page 128
  Foci, page 129
  Skills, page 106
  Nimbus, page 143
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  6
  AFTERWORLD FOCI 
  IN THE STRANGE
  All the foci in Gods of the Fall can be used 
  when playing The Strange. For the most 
  part, all the foci in Gods of the Fall operate 
  under the law of Magic. That said, you could 
  decide that a given focus functions under 
  a law different than Magic. For instance, 
  the Commands Mental Powers focus could 
  just as easily be modified to work with 
  Mad Science. Other foci are less open to 
  movement and would require a lot more 
  tweaking in order to work. In the end, of 
  course, it’s the GM’s choice.
  AFTERWORLD DESCRIPTORS 
  IN THE STRANGE
  All the descriptors in Gods of the Fall can be 
  used when playing The Strange. Easy!
   
  AFTERWORLD CYPHERS 
  IN THE STRANGE
  In Gods of the Fall, cyphers are conceived 
  of as bits of shattered Elanehtar. In the 
  wider cosmology of The Strange where 
  the Afterworld is a recursion, Afterworld 
  cyphers are actually composed of the same 
  Strange matter as other cyphers found in 
  different recursions. Which means that 
  cyphers brought into the Afterworld from 
  Earth or Ardeyn or some other recursion 
  function normally in the Afterword (and 
  vice versa). Natives recognize them as 
  cyphers. However, a native particularly 
  attuned to divine knowledge (i.e., a player 
  who rolls well to identify a cypher brought 
  in from outside, or an NPC of high enough 
  level) might sense that despite having 
  the characteristics of a piece of shattered 
  heaven, in fact it comes from beyond the 
  world. It might make an NPC wonder if 
  other shattered heavens in the world exist, 
  and question the Afterworld’s true nature.
  Cyphers of The Strange take on new 
  forms during translation depending upon 
  the recursion. Generally speaking, a cypher 
  Most of foci PCs choose from when playing Gods 
  of the Fall are actually found in the Cypher 
  System Rulebook.
  Magic, page 137
  Cyphers, page 310
  Commands Mental 
  Powers, page 107
  Cyphers, page 176
  Elanehtar, page 68
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  7
  GODS OF THE STRANGE
  of The Strange has the same form in the 
  Afterworld as it would have in Ardeyn.
   
  AFTERWORLD ARTIFACTS 
  IN THE STRANGE
  All the artifacts in Gods of the Fall can 
  be used when playing The Strange. Of 
  course, for the most part artifacts found 
  in the Afterworld stay in the Afterword, 
  because artifacts don’t generally translate, 
  but instead remain in abeyance with a 
  character’s other equipment.
   
  AFTERWORLD CREATURES 
  IN THE STRANGE
  Creatures in Gods of the Fall can be used 
  when playing The Strange. Most Afterworld 
  creatures would work best in a recursion 
  operating under the law of Magic. However, 
  another option is to treat some Gods of the 
  Fall creatures as natives of the Chaosphere, 
  in which case they could show up in any 
  recursion or on Earth.
  The following notes provide a bit of 
  additional context for creatures described 
  in Gods of the Fall for use in a larger game 
  of The Strange. In most cases, creatures in 
  the Afterworld are formed from the narrative 
  that created the Afterworld in the first place, 
  and are suited there. But possibilities exist 
  for a wider, cross-recursion existence.
   Bibliomancer: Some bibliomancers 
  become quickened after exploring to the 
  edges of the Aether when they find gates into 
  other recursions. Most remain caught up in 
  the narrative of their creation and consider 
  other recursions as distant “layers of Hell.”
  Elf knight and faerie ring: In the Afterworld, 
  “fey” creatures are fungal in nature.
  Hellmaw: The Hellmaw is somehow drawn 
  to recursors, recognizing them as somehow 
  foreign. It doesn’t kill them immediately. It 
  merely observes from a distance.
  Nightfall Wolf: In the context of a 
  conversion, the Nightfall Wolf is actually a 
  planetovore that has managed to translate 
  to the context of the Afterworld, and is 
  seeking to consume the recursion from 
  within, using its own rules against it.
  Nodling and night horror: Not merely 
  creatures of Nod and the land of dreams, 
  these nightmare creatures also roam the 
  dark energy network of The Strange.
  Raver: Ravers lack the spark as a rule, 
  though this doesn’t limit their destructive 
  potential.
  Seraph: Like nodlings and night horrors, 
  some seraphs roam the dark energy network.
  Zekadid: In the context of the conversion, 
  Zekadids might represent an actual alien 
  race encysted in the larger narrative of the 
  Afterworld.
  Artifacts, page 176
  Creatures and NPCs, 
  page 154
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  8
  A latos is a guardian 
  leviathan whose head 
  contains a closed universe 
  within a transparent 
  enclosure. See the Ninth 
  World Bestiary, page 74, for 
  full details.
  The Beyond, page 174
  Sea Kingdom of Ghan, 
  page 145
  magic, entities claiming to be “gods” with 
  abilities that exceed those of regular mortals 
  isn’t a new phenomenon. Many methods 
  suggest themselves for bringing Gods of 
  the Fall to your Numenera game. Here’s 
  one: On a generation ship lost in the night, 
  godlike beings once dwelled. Ascended 
  by genetic manipulation and nanite 
  engineering, these entities overreached, and 
  they fell. Indeed, their craft literally fell, and 
  smashed into the continent, creating an 
  Eye of Elanehtar-style crater where the Sea 
  Kingdom of Ghan (or Ninth World location 
  of your choice) once existed.
  Other than the immediate devastation 
  and related fallout, nothing godlike 
  happened—at least not at first. But a nanite 
  infection spread secretly through matter 
  and flesh. Most things were unaffected. But 
  a few gained abilities like the entities that 
  once controlled the generation ship called 
  the Elanehtar. Some of those affected might 
  even be PCs.
   
  AFTERWORLD TYPES AND 
  DOMINIONS IN NUMENERA
  Numenera character types are glaives, 
  nanos, and jacks; Gods of the Fall characters 
  are destroyers, champions, shapers, and 
  saviors. Because the differences in specific 
  A
  dding Gods of the Fall to 
  your Numenera game isn’t a 
  completely obvious process. 
  Here are couple ways to proceed.
   Simulation Running In a Numenera 
  Artifact: In this option, everything we 
  know about Gods of the Fall, including 
  Elanehtar, gods, and their Fall, isn’t real. It’s 
  a simulation that exists within a powerful 
  numenera device in the Ninth World. 
  The artifact housing the simulation could 
  be anything you choose: a tiny cube of 
  circuitized neutronium buried in a secure 
  facility, a crackling diamond orb that people 
  in a village in the Beyond use to light their 
  streets at night, or a wondrous device 
  housed in the domelike head of a wandering 
  latos. The important thing is that there’s a 
  way for PCs in the Ninth World to download 
  avatars of themselves into the Afterworld 
  simulation and, just possibly, for PCs of 
  Afterworld simulation to “print” back up 
  into the real world of Numenera. Most likely 
  those that make the transition to the real 
  world fail to bring overt divine abilities with 
  them. On the other hand, through the magic 
  of the datasphere and nanite infiltration of 
  the atmosphere, maybe they do.
   Gods Come to Numenera: In a world 
  where high technology is already viewed as 
  GODS OF NUMENERA
  Eye of Elanehtar, page 68
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  9
  GODS OF NUMENERA
  That said, you might decide that only a 
  segment of the generation ship that crashed 
  on the Ninth World fell. Other segments of 
  it could still exist out in the night, orbiting 
  Earth. Maybe Nod is a completely separate 
  craft still functioning, while Soulrest exists 
  as a database of copied minds, a database 
  that’s become corrupt with damage.
  Nulumriel might be an Aeon Priest who 
  gained the “Elanehtar sickness” early, and 
  since then has been consolidating power 
  in the Steadfast. She might even declare 
  herself Empress of the Steadfast, and begin 
  a program of rounding up all other objects, 
  creatures, and cyphers related to the Fall—
  so she can claim them for herself.
   
  types are mostly surface differences, there’s 
  no reason established Numenera characters 
  can’t continue to function normally even 
  after you’ve added Gods of the Fall elements 
  to your game. PCs who meet a creature 
  or NPC with divine shifts discover a 
  particularly impressive threat, but may not 
  realize the significance until later.
  That significance becomes clear if you 
  decide—to use the context presented 
  earlier—that the PCs are infected with the 
  “Elanehtar sickness” that spread from the 
  crater. Unlike most other creatures, the 
  PCs begin to manifest new and impressive 
  abilities. Despite the abilities being couched 
  in terms of magic and divine agency, the 
  changes are brought on by an influence of 
  weird, new numenera. PCs can of course 
  choose to regard the abilities however their 
  characters normally conceive of similar 
  wonders in the Ninth World.
  Fresh Characters: Ask the PCs to create 
  all new characters using the rules from Gods 
  of the Fall, including the new types. When 
  characters use their dominion abilities, they 
  are using abilities that an Aeon Priest or 
  someone with similar training recognizes 
  as somewhat extreme manifestations of the 
  numenera.
  Mash up: Alternatively, you could let PCs 
  retain their current Numenera character. 
  But the next time they gain a tier after 
  being affected by the “Elanehtar sickness,” 
  give them the option to choose one less 
  special ability granted by their type (one less 
  esotery, trick of the trade, or fighting move) 
  and instead choose one dominion ability 
  at that tier or lower. They also gain 3 divine 
  shifts if it’s the first time they’ve gained 
  divine shifts, and then 1 divine shift at each 
  tier gained in the Afterworld after that.
   
  AFTERWORLD SETTING 
  IN THE NINTH WORLD
  The method you use to inject Gods of the Fall 
  rules into your Numenera game determines 
  how much Gods of the Fall setting comes 
  along. If the Afterworld is a simulation, 
  then all of it exists within the artificially 
  maintained habitat. But if you’re using the 
  “Gods Come to Numenera” option, then 
  only bits and pieces of the setting survive. 
  Aeon Priest, page 269
  Steadfast, page 136
  Nod, page 78
  Nulumriel, page 30
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
  10
  Erinyes: Another variety of abhuman.
  Griffon: Another predator that hunts the 
  Black Riage.
  Hellmaw: A creature that might only exist 
  in the simulation. If “printed” out of the 
  simulation, it appears as a human.
  Knight of Reconciliation: A human 
  pledged to gathering all bits of the 
  numenera related to the crash of the 
  Elanehtar and to bring them to the Aeon 
  Priest Nulumriel.
  Nightfall Wolf: An alien creature buried in 
  the Earth, perhaps responsible for one or 
  more of the earlier prior-worlds’ ends.
  Nodling and night horror: Psychic 
  parasites that afflict those who sleep too 
  close to the Eye of Elanehtar.
  Raver: Beings from a side dimension 
  drawn to the massive destruction inflicted 
  by the fall of the generation ship Elanehtar, 
  who now reside in the never-ending storm 
  that swirls there.
  Seraph: Automatons that once served 
  aboard the Elanehtar before it crash-landed.
  Slaver: Slavers exist in the Ninth World, 
  but have lately been on the rise.
  Troll: Another predator that hunts the 
  Black Riage.
  Zekadid: Alien creatures that live in 
  Earth’s mantle.
  AFTERWORLD FOCI 
  IN NUMENERA
  Most the foci in Gods of the Fall can be used 
  when playing Numenera. For instance, if a 
  character chooses Speaks Curses as their 
  focus, despite the language of curses and 
  evil, in fact the special abilities granted to 
  the PC are conferred by tiny devices of the 
  numenera, most likely nanites but possibly 
  biological symbiotes.
   
  AFTERWORLD DESCRIPTORS 
  IN NUMENERA
  All the descriptors in Gods of the Fall can be 
  used when playing Numenera. Enjoy!
   
  AFTERWORLD CYPHERS AND 
  ARTIFACTS IN NUMENERA
  If using the “Gods Come to Numenera” 
  option that suggests that some kind of vast, 
  physical craft smashed into the Earth, then 
  it’s easy enough to extend the concept. In 
  Gods of the Fall, cyphers are conceived of as 
  bits of shattered Elanehtar. The same can be 
  true in Numenera. Bits and pieces of that 
  craft probably propagated widely, and can 
  be used like any other cypher, and follow 
  all the same rules as other cyphers. It’s 
  just that many cyphers from Elanehtar deal 
  with the divine shift “technology” that was 
  dominant in it before its destruction.
  The same is true of artifacts—many likely 
  survived the crash of the generation craft, and 
  can now be found across the Ninth World.
   
  AFTERWORLD CREATURES 
  IN NUMENERA
  Creatures in Gods of the Fall can be used 
  when playing Numenera. Some might be 
  survivors from the crash, or escapes from 
  the simulation. Others might have been 
  present in the Ninth World all along.
  The following notes provide a bit of 
  additional context for creatures described in 
  Gods of the Fall for use a Numenera game.
  Bibliomancer: Aeon priests who have 
  decided to specialize in learning more 
  about the numenera related to the fall of 
  Elanehtar.
  Empusa: Humans affected by the 
  “Elanehtar sickness” that gained a need to 
  eat human flesh.
  Black Riage, page 177
  Creatures and NPCs, 
  page 154
  Foci, page 129
  Speaks Curses, page 132
  Cyphers, page 176
  Artifacts, page 176
  Cyphers, page 278
  Jon Hygom Gislason - gislason19@hotmail.com - 195816
  
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  Taking the Narrative by 
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  NUMENERA GLIMMERS
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SOURCE: textdata/thevault/Cypher System/Campaign Settings/Gods of the Fall/Gods Beyond - Converting Gods of the Fall for Numenera and The Strange.pdf