TEXT: THE CAWDOR COMPLEX
  by Shanna Germain & bruce R. Cordell
  
  2
  Predation
  credits
  table of Contents
   
  Writers/Designers: Shanna Germain and Bruce R. Cordell
   
  Creative Director: Monte Cook
   
  Managing Editor: Shanna Germain
   
  Editor: Elisa Mader
   
  Proofreader: Jeremy Land
   
  Cover Artist: John Petersen
   
  Graphic Designer: Bear Weiter
   
  Layout: Zoa Smalley
  Artists
  Felipe Escobar, Raph Lomotan, John Petersen, Lie Setiawan
  Cartographer
  Hugo Solis
  Monte Cook Games Editorial Board
  Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek, Jeremy Land, 
  Laura Wilkinson, Marina Wold, George Ziets
  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.
  © 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. 
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  ABOUT THE ADVENTURE 
  3
  TIME ANOMALY CYPHERS  
  5
  THE CAWDOR COMPLEX 
  6
  FOR SATI MEMBERS 
  6
  FOR BUTTERFLY OPERATIVES 
  7
  MAP 
  8 
   
  Pregenerated characters 
  17 
   
  Pregenerated Companions 
  29 
   
  GROUP AFFILIATION NOTES 
  41
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  3
  the Cawdor Complex
  About the AdventuRe
  through a number of agents that he’s sent 
  out into the world—of a nearly completed 
  working time machine, something that’s been 
  unheard of for almost a hundred years since 
  the Last Commute, the moment when all time 
  travel broke down.    
  Two different groups with very different 
  goals—the Butterflies and Space and Time, 
  Interglobal (SATI)—have caught wind of 
  Rados’s boasts at the same time and are 
  readying teams for action. First and foremost, 
  they want to find out whether the time-travel 
  technology really does exist, and if so, they 
  either want to take over the complex and 
  claim the technology for their own (SATI) or 
  destroy it completely (the Butterflies). 
  The player characters (PCs) will start 
  out as members of one of these groups 
  and attempt to enter the complex and 
  complete the mission assigned to them by 
  their organization. You may give players the 
  option to choose their affiliation, or you may 
  choose for them ahead of time. The goals 
  and story of the adventure change depending 
  on which starting affiliation is chosen, so it’s 
  possible for a group to replay it and have a 
  unique experience both times.  
  In either case, the PCs discover three 
  linked time anomalies, each artificially held 
  open by a Rados-designed artifact called 
  a temporal anchor. The three anomalies 
  together form a much larger standing 
  temporal wave. To collapse the standing 
  wave and force Rados out of temporal 
  phase, the PCs will have to remove all three 
  temporal anchors, one from each of the time 
  anomalies found in the Cawdor Complex.
  t
  he Cawdor Complex is an adventure 
  for Predation that is suitable for 
  beginning or experienced players. 
  Predation is a Cypher System setting. It will 
  be useful to have a copy of both Predation 
  and the Cypher System Rulebook handy when 
  running this adventure. 
  While The Cawdor Complex can be played 
  in any venue, it includes specific suggestions 
  for running it as a stand-alone convention 
  adventure.   
  For ease of play, this game includes six 
  pregenerated characters and companions, so 
  players can jump right in. In addition, you’ll 
  find Group Affiliation notes for each character. 
  SyNOPSIS
  In the Cawdor Complex, a forgotten 
  compound built inside a volcano deep in the 
  jungle, a man calling himself Rados claims 
  to have solved the time-travel problem that’s 
  been keeping humans stuck in the Cretaceous 
  period for decades. He’s been boasting—
  RULEBOOK AND SETTING CALLOUTS
  Throughout this supplement, you’ll 
  see page references to various items 
  accompanied by one of these two symbols.
   
  Cypher System Rulebook 
   
  Predation
  These are page references to the Cypher 
  System Rulebook and Predation, where 
  you can find more information about the 
  item, place, creature, or concept. It’s not 
  necessary to look up the references, but 
  doing so may provide additional details. 
  Last Commute, page 67
  SATI, page 116
  Butterflies, page 118
  Group Affiliation notes, 
  page 35 
  Temporal anchor, page 12
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  4
  Predation
  organizations that play a significant role 
  in this adventure. It’s important as you 
  portray the groups not to suggest that one 
  is “bad” and the other “good.” They are 
  certainly competing groups with different 
  philosophies and goals, but both ideologies 
  should be portrayed as equally valid. This 
  neutrality lets the players make up their own 
  minds about the motivations and morality of 
  the organizations. 
  You can learn more about both of these 
  groups in the Predation corebook, but here 
  are a few key points: 
  SATI is no longer the conglomerate it 
  once was (or still might be, somewhere in 
  the future), but it has a great deal of power 
  nonetheless. It controls most major towns 
  and cities (for now), as well as much of the 
  technology. The organization’s main goal is 
  to find a way to fix time travel and return to 
  the future, but splintering factions and the 
  threat of other organizations are making it 
  hard for SATI to proceed.   
  The Butterflies are a subversive, guerrilla-
  type organization. They follow the path of 
  their “bible” (a short story called “A Sound 
  of Thunder,” by Ray Bradbury, which depicts 
  the horrors of time travel gone wrong) and 
  believe that Grevakc humans shouldn’t try to 
  fix the time-travel technologies, but instead 
  should allow themselves to die out in order 
  to save whatever’s left of humanity in the 
  future. They also believe that dinosaurs are 
  the true ”owners” of this time. 
  If the players are unfamiliar with the basics 
  of the Cypher System, you’ll want to provide 
  a quick overview of the mechanics and walk 
  them through their character sheets. 
  Don’t forget to take a few minutes to 
  explain the companion rules; these are an 
  element of the Cypher System that’s unique 
  to Predation, and even experienced players 
  will likely be unfamiliar with how they work.
  INTRODUCING 
  GREVAKC AND THE 
  CYPHER SYSTEM
  Before beginning the adventure, you’ll want to 
  spend a few minutes describing the setting of 
  Predation to the players. If you’re not already 
  familiar with it from the corebook (or just 
  want a short summary), here are a few details 
  that are important to relay to the players.
  Predation is a science-fiction, 
  preapocalyptic game that takes place in 
  the future-past. A few hundred years in the 
  future, an interglobal conglomerate known 
  as Space and Time, Intg. (SATI) began using 
  time travel to send “commuters”—mostly 
  scientists and tech specialists—back to 
  the late Cretaceous period on top-secret 
  missions. The commuters began to use their 
  knowledge and technology to build lives 
  there, among the dinosaurs and volcanoes, 
  in the place now known as Grevakc.
  But within a decade, time travel shut down. 
  The event, known as the Last Commute, 
  stranded the commuters in the Cretaceous 
  period with dangerous predators around every 
  corner, no access to the technology of the 
  future, and—worst of all—the knowledge that 
  an asteroid heading for Earth would cause an 
  unavoidable cataclysm.   
  That was nearly a hundred years ago. 
  Those who live in Grevakc now are mostly 
  the children or grandchildren of the 
  original commuters. Dinosaurs have been 
  bioengineered and bred into humanity’s 
  best friends—and its fiercest killers. Rising 
  groups, ranging from what’s left of SATI to 
  newcomers such as the Butterflies, are at 
  war over remaining technologies and the 
  future of humanity. No one has figured out 
  how to fix the time-travel problem. And of 
  course, there’s the little issue of the planet-
  destroying asteroid that is already on its way.
  You’ll also want to give the players some 
  additional information about the two 
  You can also look 
  on page 10 of the 
  Predation corebook 
  for a quick summation 
  of the game and the 
  setting.
  Cyphers, page 162
  Companions, page 46
  Grevakc is Earth—but 
  Earth as it was 65 million 
  years ago during the late 
  Cretaceous period, when 
  dinosaurs still roamed 
  the earth, before an 
  approaching asteroid 
  wiped out much of life 
  on the planet. But of 
  course, it’s not the exact 
  same. Because there are 
  humans. Humans who 
  have inhabited the land 
  for the last hundred plus 
  years.
  In Predation, cyphers 
  manifest as part of 
  time anomalies and are 
  digitally preserved inside 
  the user’s DNA until they 
  are activated.
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  the Cawdor Complex
  EFFICACY BOOST
  Effect: Reduces the difficulty of using one of 
  your abilities by one step.
  MEDITATION AID
  Effect: Restores 4 points to the user’s 
  Intellect Pool.
  PHANTASM
  Effect: Creates a mirage around you that 
  makes you appear as though you are the 
  nonhuman creature of your choice for 
  ten minutes. To all other living creatures 
  that can hear, see, and smell you, you 
  sound, look, and smell like the creature 
  you choose. The mirage dissipates if 
  you touch another living creature or do 
  anything that seems out of character for 
  a nonhuman creature (such as picking a 
  lock or shooting a gun).
  SHOCKER
  Effect: Delivers a powerful burst of electricity 
  that shocks any creature touched, 
  inflicting 4 points of damage. 
  C
  haracters will have at least one 
  opportunity to replenish their 
  cyphers during the course of the 
  adventure, in a time anomaly located in the 
  Cawdor Complex in area 8. Below are a few 
  cyphers to consider. Additional cyphers can 
  also be found in Predation. 
  COMPANION CONNECTOR
  Effect: Creates a temporary telepathic bond 
  between you and a willing nonhuman 
  creature that you choose. The connector 
  allows you to mentally communicate 
  anything that you would normally be able 
  to communicate with words, sounds, 
  or actions. The user must touch the 
  creature (as an action) to activate the 
  connection. The connection breaks if the 
  user and creature are more than a mile 
  apart or once 24 hours have passed.
  DELINEATOR
  Effect: Creates a temporary map on the 
  user’s skin of the area that they are 
  traveling through, for up to a mile or 
  24 hours, whichever comes first. The 
  user must activate the cypher at the 
  point in their travels where they 
  wish to start. The map details 
  only the places that the user 
  encounters, and it begins to 
  erase itself after 24 hours.
  tIME ANOMALy CyPHERS
  Cyphers, page 162
  All cyphers here are  
  level 4.
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  Predation
  When the adventure begins, the characters 
  are at a makeshift SATI camp in the jungle, 
  having just received their mission orders 
  from a SATI higher-up named Arslan Saliha. 
  The orders came via a document drop 
  made by a cyberdrone. In a nutshell, those 
  instructions are to proceed into the Cawdor 
  Complex at the base of a volcano and 
  apprehend a rogue scientist named Rados.
  The orders provide few additional 
  details, other than a map to the supposedly 
  abandoned SATI station—1. Refurbished 
  Station—which is located at the base of a 
  volcano that lies even deeper in the jungle. The 
  station serves as the gateway to the hidden 
  Cawdor Complex inside the fiery mountain. 
  From where the PCs are camped, that’s a trip 
  of about a half day through the jungle.
  A couple of the PCs have already heard 
  about Rados, because he’s been publicly 
  boasting—through a number of agents 
  that he’s sent out into the world—of a 
  nearly completed working time machine, 
  something that’s been unheard of for almost 
  a hundred years since the Last Commute, 
  the moment when all time travel broke 
  down. Rados claims to have solved the time-
  travel problem that’s been keeping humans 
  stuck in the Cretaceous period for decades. 
  SATI wants the characters to find out 
  whether the tech is real (it isn’t) and steal it 
  if it is. And whether it’s real or not, they are 
  ordered to capture Rados and bring him in.
  I
  n this adventure, the PCs will start 
  out as members of either SATI or 
  the Butterflies. Before handing out 
  the character sheets, you’ll want to give the 
  players a few minutes to decide which group 
  their PCs will belong to.
  Once they’ve chosen an organization, 
  you’ll want to hand out the character sheets, 
  along with the Group Affiliation notes 
  for each character. Give each player their 
  notes for the organization that the group 
  has chosen and have the players add that 
  information to their character sheet. 
  Give the players a few minutes to get 
  acquainted with their characters and their 
  companions. Have them introduce their 
  characters and companions to the other players. 
  Once that’s done, the group can decide who 
  will play each character’s companion. For a 
  convention game, it might be easiest to create 
  a simple exchange—every player plays the 
  companion of the person on their right, for 
  example. This allows the people sitting next to 
  each other to interact and share a companion 
  sheet. Alternatively, the players can each 
  choose which companion they’d like to run. 
  To begin, start with the appropriate 
  section, based on which organization the 
  group has chosen. 
  FOR SATI MEMBERS 
  THE ASSIGNMENT
  The characters are all members of SATI, and 
  most have done at least one mission with 
  SATI before. None of them have tackled 
  anything of this nature, however. 
  tHE CAWDOR COMPLEX 
  All the PCs should belong 
  to the same organization. 
  If the players have a hard 
  time choosing, you can 
  choose for them or roll a 
  die to see which one they 
  are part of.
  Cyberdrone, page 137
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  7
  the Cawdor Complex
  A couple of the PCs have already heard 
  about Rados, because he’s been publicly 
  boasting—through a number of agents 
  that he’s sent out into the world—of a 
  nearly completed working time machine, 
  something that’s been unheard of for almost 
  a hundred years since the Last Commute, 
  the moment when all time travel broke 
  down. Rados claims to have solved the time-
  travel problem that’s been keeping humans 
  stuck in the Cretaceous period for decades. 
  The Butterflies want the characters to 
  destroy the time tech and eliminate Rados, 
  in order to safeguard the future.
   TRAVELING TO  
  THE COMPLEX
  The map directs the PCs to Kalis Volcano via 
  a route through the jungle that intersects 
  with their current location. According to 
  the map, the PCs should expect an external 
  station on the volcano’s western side. The 
  area—1. Refurbished Station—is labeled 
  “Abandoned for safety reasons” on the PCs’ 
  map. However, someone has appended the 
  following additional note to that label, in a 
  different hand: “Resettled by Rados and his 
  researchers.”
  SATI Map: The map provided to the SATI 
  PCs also includes the instructions that the 
  PCs should present themselves as SATI 
  agents who are sympathetic to Rados or 
  even pretend to have already joined Rados’s 
  faction in order to get past the outer station.
  Butterfly Map: The map provided to the 
  Butterfly PCs includes an additional secret 
  route into the mountain and the Cawdor 
  Complex via “partly collapsed lava tubes” (2. 
  Lava Tubes) and a “lava lock” (3. Lava Lock) 
  about which nothing further is explained.
  Neither the Butterfly nor the SATI map 
  provides details about the interior of the 
  Cawdor Complex.
  ENCOUNTER IN  
  THE JUNGLE
  The map reduces the difficulty of the task 
  of navigating a way through the jungle 
  (difficulty 5) by three steps. Each failed 
  attempt puts the PCs a couple hours behind 
  and increases the difficulty by one step.
  FOR BUTTERFLY 
  OPERATIVES
  THE ASSIGNMENT
  The characters are all Butterfly operatives, and 
  most have done at least one mission with the 
  Butterflies before. None of them have tackled 
  anything of this nature, however. 
  When the adventure begins, the characters 
  have been following a trail of painted 
  butterflies (a sign that is hard to see unless 
  you’ve been trained by the group to see it) 
  to the place where they’ve been told they will 
  receive details about the mission. Because 
  the Butterflies are a subversive guerrilla 
  organization, they often exchange information 
  in unusual ways: drop-off points, missives 
  tucked inside other objects, and so on.  
  At this moment, the PCs have all arrived at 
  the forest’s edge around the same time to see 
  that the final butterfly is painted on the side 
  of a sauropod that is grazing peacefully in an 
  open clearing in the middle of the forest. 
  Characters who take a moment to examine 
  the sauropod (difficulty 4) see that there are 
  well-camouflaged leather straps around the 
  creature’s right front leg. A small pouch hangs 
  from the straps inside the leg, near its belly. 
  Pouch: Inside the leather pouch, players 
  will find a sheaf of papers, a hammered 
  metal key, and a flare. 
  Instructions: The PCs’ instructions are 
  to proceed into the Cawdor Complex and 
  apprehend a rogue scientist named Rados.
  The instructions provide few additional 
  details, other than a map to the supposedly 
  abandoned SATI station, which is located at 
  the base of a volcano that lies even deeper in 
  the jungle. The station serves as the gateway 
  to the hidden Cawdor Complex inside the 
  fiery mountain; however, the map provides 
  the PCs an alternative way into the complex 
  via 2. Lava Tubes. From where the PCs found 
  the sauropod, that’s a trip of about a half day 
  through the jungle.
  With few exceptions, it’s 
  the philosophy of the 
  Butterflies not to harm 
  or kill a dinosaur unless 
  absolutely necessary.
  Sauropods are typically 
  nonaggressive, but 
  will fight if startled or 
  threatened.
  Sauropod: level 6, Speed 
  defense as level 5 due to 
  size; 6 points of damage 
  by headbutting or 
  wrapping their long necks 
  around their prey
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  8
  Predation
  in addition to unhatched eggs, but a 
  determined search yields up some useful 
  equipment: a still-working headset laser gun 
  and a solar chainsaw.
  KALIS VOLCANO
  Depending on which map the PCs have, 
  they’re likely to approach the volcano from 
  either the west, where the outer station is 
  visible, or from the north, where old lava 
  tubes can be found.
  The volcano is small by volcano standards, 
  and it rises only about 1,000 feet (300 m) above 
  the jungle. It is an active volcano, and smoke is 
  visibly rising from it as the PCs approach. Every 
  now and then, the ground shivers.
  The PCs probably have a map that gives 
  them guidance on how to enter. If they think 
  of it, they could also ascend to the volcano’s 
  peak (difficulty 6), where an open shaft 
  smokes. From here, they could attempt to 
  climb down the shaft’s interior (difficulty 7) 
  Along the way, the PCs pass the wreckage 
  of some really large SATI flyer, long 
  overgrown with jungle vines. It almost looks 
  like the debris has been arranged into a kind 
  of giant nest . . . 
  The wailing hunting call of a distant but 
  rapidly approaching predatory dinosaur hits 
  the characters’ ears. A PC, especially one who 
  is knowledgeable about dinosaurs, might 
  be able to identify the call (difficulty 4) as 
  belonging to some variety of pterosaur—and 
  by the sound of it, one of the giant varieties.
  The PCs can attempt to run or hide 
  (difficulty 3), or they can fight. If they 
  stay where they are, five giant pterosaurs 
  called hatzegopteryx glide into the clearing 
  within a few rounds. These short-necked 
  winged predators—known as hatzees by 
  those who’ve previously encountered these 
  beasts—are hungry and angry that their 
  territory (the wreckage) has been violated.
  If the PCs explore the hatzee nest, they 
  find the wreckage contains mostly slag 
  Hatzee: level 5; flies a 
  long distance each round, 
  bite does 6 points of 
  damage
  Equipment, page 60
  FPO
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  9
  the Cawdor Complex
  station. They’re given an enigmatic warning, 
  “Remember to switch your magmastats on 
  before you cross the catwalk.” If PCs don’t 
  know what a magmastat is, Wey becomes 
  suspicious again, though PCs can try to 
  explain away their ignorance with fast talk 
  (difficulty 3). Every group of guards and 
  about a third of scientists carry a magmastat.
  2. LAVA TUBES
  The map provided by the Butterflies reduces 
  the difficulty of the task of finding one of 
  several entrances to the lava tubes (difficulty 
  5) by three steps. The tubes are spacious 
  for humans, but somewhat cramped for 
  larger dinosaur companions; a particularly 
  large companion could get stuck and need a 
  push to get through a place where the tubes 
  constrict. The tubes are also lightless, and 
  when the ground shivers every so often, dust 
  rains down from the ceiling.
  In addition, the lava tubes are unstable. 
  That’s not apparent until the PCs are about 
  halfway through, when the PCs discover a 
  previous partial collapse ahead and must dig it 
  out to continue onward (difficulty 4 and about 
  twenty minutes of effort). If the tubes collapse 
  further after they pass through, the PCs might 
  have to find another way out of the Cawdor 
  Complex when the time comes to leave.
  3. LAVA LOCK
  The tubes end at a wall of poured concrete 
  and metal (level 6) with a large metallic 
  door with a finger lock. If any PCs are SATI 
  members, they might have the right prints 
  on file to get through, but Butterflies will 
  have to hack it (difficulty 5) or force it 
  (difficulty 4). The metal appears rusted and 
  scoured, and with the strength of a large 
  companion to help out, forcing it shouldn’t 
  be an impossible task. 
  4. CALDERA CHAMBER
  This vast subterranean space is lit from 
  below by a magma lake. The massive 
  chamber narrows as it rises toward the 
  volcano’s top. It’s open to the sky high 
  above, though climbing up and out would be 
  no easy task (difficulty 7).
  A metallic catwalk, which is only about 
  10-foot (3 m) wide, vaults across the caldera 
  chamber running east-west connecting the 
  into 4. Caldera Chamber. A slip within the 
  volcano could send an unfortunate PC down 
  into the lava there, so only competent climbers 
  with climbing equipment should attempt such 
  a dangerous entry.
  1. REFURBISHED STATION
  This once-abandoned station is now 
  defined by refurbished buildings, new 
  tents, a dinosaur stable, pallets containing 
  concentrated foodstuffs and water, and 
  recent construction. The bulk of the station 
  lies beneath jungle trees with canopies that 
  would probably mostly hide the activity 
  from overflights. At least thirty people 
  inhabit the area: guards, hunters, and lots of 
  general laborers. Most don’t have dinosaur 
  companions; the stables are set aside for 
  medium-size dinosaurs that are used for 
  hauling or serve as mounts. 
  The most prominent dinosaurs, which 
  are not in the stables, are a couple of 
  teslasaurs that function as devoted guards 
  of the station. They roam about the area, 
  looking for intruders and protecting the 
  station against predators. They respond 
  to verbal commands from a subset of the 
  SATI guards. They sniff out human intruders 
  (difficulty 5 to avoid) and attempt to hold 
  them in place by physically blocking them or 
  threatening to attack until guards order them 
  to release or attack the trespassers.
  Specific structures include barracks, a 
  kitchen, toilets and showers, and a small tavern 
  called Faraday’s. In Faraday’s, those not on 
  shift or doing research knock back a few drinks 
  and share gossip. The refurbished station 
  provides all the amenities not offered within 
  the Cawdor Complex itself, which is focused 
  entirely on research directed by Rados.
  The captain of the guards, Jaran Wey, 
  questions PCs who attempt to pass through 
  the station. Having SATI credentials reduces 
  the difficulty of the task of bluffing one’s 
  way through the station (difficulty 5) by 
  three steps. Each failed attempt raises Wey’s 
  suspicions a notch that something isn’t 
  right about the characters, though PCs have 
  a couple of chances to explain themselves 
  before matters go poorly for them.
  Wait, What’s a Magmastat? PCs who 
  succeed at bluffing their way in are shown to 
  the tunnel into the volcano at the back of the 
  Teslasaurus, page 147
  Captain Jaran Wey: level 
  6; Armor 3
  Station Guard: level 2; 
  attacks inflict 3 points of 
  damage
  Magmastat
  Level: 3
  Form: Small device on 
  badge or lanyard
  Effect: Provides a radio 
  relay that marks any 
  group carrying one as 
  legitimate visitors for 
  dinosaurs keyed to the 
  frequency via cybernetic 
  enhancement.
  Depletion: 1 in 1d20 
  (check each day of use)
  GM Intrusion: The lava 
  tubes collapse behind 
  the PCs. The character 
  (or characters and their 
  companions) bringing 
  up the rear must succeed 
  on a difficulty 5 Speed 
  defense task or take 5 
  points of damage from 
  falling rubble and become 
  trapped until they can 
  escape (difficulty 5).
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  Predation
  exterior station to a rocky ledge that surrounds 
  the exterior of the Cawdor Complex. Both the 
  catwalk and ledge are about 75 feet above the 
  magma. However, a rocky protrusion rises 
  about 50 feet above the magma lake (and 
  thus lies 25 feet below the catwalk), which is 
  home to an immense Apatosaurus anapto, 
  commonly known as an anapto.
  Anapto: The anapto looks somewhat like 
  a normal apatosaurus; however, its feathers 
  and scales are heat-reflective and its tail 
  can withstand direct immersion in magma 
  without coming to harm. A cyberset grafted 
  to its head allows it to receive commands, 
  and more importantly for SATI PCs, to get 
  the “all’s clear” radio signal from anyone in a 
  group who carries a magmastat radio badge.
  The apatosaurus on the rocky ledge down 
  in the caldera is close enough to the east-
  west metallic catwalk to bring its massive 
  head up above the level of the catwalk to 
  study those crossing it. Using its lashing 
  tail, the apatosaurus attacks those whom it 
  judges do not belong, and it attempts 
  to batter intruders off the catwalk to 
  a long fall into the lava. Luckily for 
  those on the catwalk, it’s a bit 
  awkward for the dinosaur 
  to hit those so high above 
  it, so its attacks aren’t as 
  difficult to avoid as they’d 
  otherwise be (difficulty 5 
  to avoid its tail, difficulty 
  4 to avoid falling off the 
  catwalk if hit by the tail). 
  Falling into lava inflicts 6 
  points of ambient damage 
  per round, plus 6 points 
  for three additional rounds after getting out 
  of the lava.
  The tail can’t directly reach those on the 
  rocky ledge running north to south that fronts 
  the Cawdor Complex. Butterflies who enter 
  by means of the lava lock reach this catwalk 
  and thus are safer. However, the apatosaurus 
  can use its tail to hurl globs of lava at anyone 
  there (difficulty 4 to avoid them).
  5. GUARD POST
  The door between the caldera chamber 
  and the Cawdor Complex is usually locked 
  electronically (difficulty 4 to hack), but a 
  large external call button alerts the five 
  station guards inside when someone wants 
  in. A video screen flickers to life once the 
  call button is pressed, allowing two-way 
  communication between those outside and 
  the guards inside. The guards ask the PCs 
  the reason for their entry, since they’re not 
  part of any of the scheduled deliveries or 
  known shift changes. 
  Having SATI credentials reduces the 
  difficulty of the task of bluffing the guards 
  (difficulty 4) by three steps. Each failed 
  attempt raises the guards’ suspicions a 
  notch that something isn’t right about the 
  characters, though the PCs have a couple 
  of chances to explain themselves before the 
  guards sound a general alert through the 
  complex. If the PCs are being attacked by 
  the Apatosaurus anapto, that increases the 
  difficulty of all bluff attempts by one step.
  Guards who are convinced the PCs are 
  allies provide assistance, if asked. They can 
  give a very general overview of the complex, 
  but PCs who don’t seem to know the layout 
  risk raising the guards’ suspicions. The PCs 
  can ask the guards where Rados is without 
  raising undue suspicion. The guards don’t 
  know exactly, but say he can probably be 
  found in Time Lab Alpha, Time Lab Beta, or 
  Time Lab Omega.
  Whatever goes down, the guards alert 
  Valentina Chernow, the lab supervisor (7. Lab 
  Supervisor), letting her know that unscheduled 
  visitors have arrived in the complex.
  6. EQUIPMENT STORAGE
  All chambers keyed to this entry are helpfully 
  labeled “Equipment Storage,” right above the 
  finger lock. SATI PCs might have the right 
  Apatosaurus anapto: level 
  9; health 50; Armor 3; tail 
  lash inflicts 10 points of 
  damage on all creatures 
  within immediate range 
  of each other; tail magma 
  splash inflicts 6 points 
  of ambient damage for 
  three rounds
  SATI Guard: level 4; 
  health 12; Armor 2; 
  attacks inflict 4 points of 
  damage; one carries a 
  magmastat
  A general alert sounds 
  through the complex. 
  While the alert continues, 
  GM intrusions are triggered 
  on a roll of 1–4 on a d20 
  (instead of just a 1). 
  GM Intrusion (group): A 
  group of five guards or a 
  flock of six guard raptors 
  find the PCs.
  Guard raptors, page 14
  Jon Gislason - gislason1988@gmail.com - 266697
  
  11
  the Cawdor Complex
  position in the lab (and thus, in SATI). She 
  will explain that Rados is using all three time 
  labs to create a kind of standing temporal 
  field larger than the sum of its parts. Rados 
  has entered the time anomaly in 17. Time Lab 
  Omega and hasn’t come out for a couple 
  days. To retrieve him, Chernow believes 
  that the PCs will have to remove a temporal 
  anchor from both 8. Time Lab Alpha and 
  15. Time Lab Beta in order to collapse the 
  standing wave. She doesn’t know whether the 
  experiment is on track to restore true time 
  travel back to the future. So far, no, but Rados 
  seems convinced he’s on the right track.
  SATI: SATI PCs are hindered by Chernow, 
  especially if she thinks they are there to join 
  with Rados or if they are already acolytes. 
  She says that Rados isn’t looking for new 
  hires, or that he won’t “be back” for a few 
  weeks, and otherwise tries to misinform the 
  PCs. SATI PCs who are sensitive to such 
  prints on file to get through, but Butterflies 
  will have to hack it (difficulty 6) or force it 
  (difficulty 4).
  Each equipment storage area contains a 
  variety of materials useful for general scientific 
  research, including solvents and other 
  chemicals, a spare microscope or two, lab coats 
  and goggles, and even a few sensor arrays. 
  The two main categories of research 
  done in the Cawdor Complex are genetic 
  and temporal, which means a lot of 
  equipment is related to genetic research and 
  includes DNA synthesizers; equipment for 
  analyzing DNA, RNA, and the many artificial 
  ribonucleic acids; and so on. Temporal 
  equipment includes very precise timepieces, 
  exacting weights, wavelength guides, laser 
  interferometers, and so on. 
  PCs who spend at least ten minutes 
  searching through an equipment cache can 
  find tools or materials that might provide them 
  with an asset on different scientific tasks.
  Alternatively, the same amount of time 
  spent (difficulty 5 for searching) could yield a 
  useful artifact.
  7. LAB SUPERVISOR
  This is the office of Valentina Chernow, who 
  is the lab supervisor. Chernow is usually 
  always here during the day and often into the 
  evening. She has long dark hair worn in tight 
  braids, almost always wears data goggles 
  that cover her eyes, and sports a data scarf 
  that glows with changing mathematical 
  formulas and simple images. Her 
  companion is a small raptor, a venaraptor 
  called Plucky.
  She’s not Rados’s second-in-command by 
  a long shot, but he does rely on her to see to 
  it that the lab runs smoothly. She manages 
  equipment, shift changes, materials, feeding 
  and care of the lab dinosaurs, HR issues, 
  and so on, so she has a lot of authority.
  She’s also secretly an inside undercover 
  operative for the Butterflies; she’s how the 
  Butterflies learned of the existence of the 
  laboratory in the first place.
  Butterflies: Butterfly PCs might notice the 
  pattern of butterflies that move among her 
  scarf’s designs (difficulty 3) and realize who 
  she is. If the characters make themselves 
  known to her, she aids the PCs if she can, 
  as long as it doesn’t jeopardize her secret 
  PACING FOR 
  CONVENTION PLAY
  This adventure is designed to be 
  playable in about four hours. However, 
  a group could find themselves still 
  exploring the Cawdor Complex as 
  the allotted time for convention play 
  expires. To avoid this, watch the clock. 
  If three hours have passed and the 
  characters have found and removed 
  only a single temporal anchor (instead 
  of being on the cusp of removing all 
  three temporal anchors from the three 
  time labs’ time anomalies), consider 
  intervening. You could do so in one of 
  the following ways.
  Option One: You could fast-forward the 
  game, telling the PCs they’ve managed 
  to remove two of the three temporal 
  anchors from the time anomalies, and 
  they have only one more to go.
  Option Two: If time has become a 
  significant issue, decide that removing 
  only two, or perhaps even only one, 
  temporal anchor is enough to collapse 
  the standing temporal wave, as 
  described in 17. Time Lab Omega. In 
  this case, the collapse started when the 
  first anchor was removed—it just wasn’t 
  obvious until this moment. 
  Several rooms are keyed 
  to area 6. Each one 
  is filled with scientific 
  equipment but might 
  also include an artifact if 
  searched.
  Artifacts, page 168
  Valentina Chernow: 
  level 5; Armor 2; inflicts 
  6 points of damage from 
  an electric whip that 
  also stuns victims for 
  one round who fail an 
  additional Might defense 
  task; carries a magmastat
  Plucky, venaraptor:  
  level 3, interaction and 
  search and rescue as level 
  4; bite captures a victim 
  and holds it immobilized 
  (until the victim succeeds 
  on a Might defense roll to 
  break free); spiked armor 
  inflicts 2 points of melee 
  damage; Armor 3
  Jon Gislason - gislason1988@gmail.com - 266697
  
  12
  Predation
  Omega will sustain itself and grow larger.
  If asked whether they think that time travel 
  back to the future is on track, the scientists 
  only say that the results seem promising, 
  especially to Rados.
  If the PCs inquire where Rados might be, 
  the scientists say Rados has disappeared 
  into the time anomaly in 17. Time Lab Omega 
  and hasn’t come out for a couple days. If 
  the PCs just wait for a few more days, they 
  say, he is sure to return. The only way to 
  get him back sooner would be to collapse 
  the standing wave, and the scientists have 
  orders from Rados not to do that.
  Time Anomaly: The time anomaly in 
  this room can be used to replenish a 
  PC’s cyphers, as normal. In addition, a 
  PC can attempt to emerge with the time 
  anchor device described by the scientists 
  or Chernow. Doing so requires strict 
  concentration (difficulty 5) while a PC is 
  “within” the time anomaly to pull it out when 
  they emerge. If they come out with a time 
  anchor, the scientists suspect sabotage and 
  raise the alert.
  9. VAT CONTROLS
  Computer screens and monitors fill this 
  chamber. Several screens show a chamber 
  whose floor is slotted with several massive 
  bioreactors large enough to hold dinosaur-
  sized subjects. According to the three 
  screens, four of the massive bioreactors 
  contain saurian subjects in a sedated state.
  Three scientists work in this chamber at 
  any one time, monitoring the experiments. 
  The controls here can also abort an ongoing 
  experiment, change its parameters, or 
  recondition a bioreactor to start a brand-
  new experiment. They answer questions 
  automatically from PCs that can flash 
  SATI credentials, but can also be 
  convinced to respond to questions 
  from others (difficulty 3).
  The scientists explain that 
  they continue to scan through 
  dinosaur DNA for clues about 
  time travel, with limited 
  success. Rados is the 
  only one who knows all 
  the results. If asked 
  whether they think that 
  time travel is working 
  things may realize that Chernow is giving 
  them the runaround (difficulty 5), but she 
  doesn’t explain why even if they call her on it.
  If attacked, Chernow will call for help from 
  5. Guard Post and set a general alert.
  8. TIME LAB ALPHA
  Scientific machinery surrounds a wavering 
  time anomaly open in this chamber. A door 
  big enough to admit even large dinosaurs 
  is closed on the east side of the chamber 
  (leading to 13. Specimen Kennel). 
  Knowledgeable PCs can discern the 
  equipment might be what’s keeping the time 
  anomaly open, though something else is at 
  play (maybe the temporal anchor?). Three 
  temporal scientists are in the chamber, 
  monitoring it. They automatically answer 
  questions from PCs that can flash SATI 
  credentials, but they can also be convinced 
  to answer questions from others who show 
  sufficient scientific curiosity (difficulty 3).
  The scientists describe that they have 
  established persistent time anomalies in 
  all three of the complex’s time labs, thus 
  creating a standing temporal field that 
  is much larger than any individual time 
  anomaly. They have done so by inserting a 
  device they call a “time anchor” into each 
  anomaly. As long as the time anchors remain 
  implanted in the temporal anomalies hosted 
  in both 8. Time Lab Alpha and 15. Time Lab 
  Beta, the largest anomaly in 17. Time Lab 
  Temporal scientists 
  (3): level 2; level 5 
  for knowledge and 
  engineering tasks related 
  to time; one carries a 
  magmastat 
  TIME ANCHOR
  Level: 4
  Form: Metallic sphere 
  with crystal components
  Effect: If a time anchor 
  is thrown into a time 
  anomaly, the time 
  anomaly becomes stable 
  indefinitely until the 
  anchor is removed from it, 
  whereupon the anomaly 
  immediately collapses.
  Depletion: 1 in 1d6 
  (check each time the 
  anchor is removed from 
  an anomaly)
  There is no preferred order 
  for removing temporal 
  anchors. Whichever one 
  is last removed triggers 
  the collapse of the entire 
  standing wave. Rados 
  emerges from whichever 
  anomaly is collapsed last, 
  as described under 17. 
  Time Lab Omega.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  13
  the Cawdor Complex
  furious eruptions. It could spring forth 
  and go on a killing spree. If that happens, 
  terminator genes spliced into the creature 
  should be able to halt the rampage—
  hopefully. They are triggered by flashing a 
  bright light directly into the creature’s eyes.
  12. NURSERy
  In some ways, this chamber resembles 11. 
  Bioreactors; however, slots in the floor are 
  filled with nesting material. Currently, the 
  room is empty and the lights are out.
  A single piece of loading equipment 
  is also stored here—a forklift suit—
  which researchers use to carry sedated 
  saurian subjects between this chamber, 
  11. Bioreactors, 10. Dinosection, and 13. 
  Specimen Kennel.
  13. SPECIMEN KENNEL
  This area contains several massive pens 
  for keeping dinosaurs, as well as a gigantic 
  wall unit containing a popular kind of 
  dinosaur kibble—popular with breeders and 
  scientists, anyhow; most dinosaurs only eat 
  kibble when nothing better is available.
  Currently, only one cell is inhabited, but it 
  holds three platypodes. No staff member is 
  assigned to this chamber on a permanent 
  basis; feeding and care occur twice a day and 
  are usually carried out by a rotating crew of 
  guards from other areas.
  Another cell, open and empty but filled 
  with signs of habitation, serves as a home 
  to the roving flocks of guard raptors that 
  wander the complex.
  14. RESEARCH
  Traditional lab space here provides desks 
  and some lab surface for up to ten scientists 
  at one time, though at any given time there 
  are only three genetic scientists and three 
  temporal scientists working in here.
  If the PCs have been passing themselves 
  off as SATI scientists interested in or already 
  working with Rados, the scientists here are 
  eager to show off their small parts of the 
  overall research. Whether that has to do 
  with time dilation constants during a solar 
  flare, the arrow of time, nutrient uptake 
  in a pluripotent ion bath, or some other 
  specialty, the scientists will talk the PCs’ ears 
  off if allowed. In fact, getting away without 
  again based on their expertise, they state 
  that the results seem promising, especially 
  to Rados, and that they will have to ask him, 
  because he keeps his data close to the cuff.
  If the PCs inquire where Rados might 
  be, the scientists explain that Rados has 
  disappeared into the time anomaly in 17. 
  Time Lab Omega and hasn’t come out for 
  a couple days. If the PCs just wait for a few 
  more days, they say, he is sure to return with 
  some new revelation or insight.
  10. DINOSECTION
  Massive worktables hold a couple of flayed 
  dinosaur torsos, which have been soaked in 
  a preservative solution, allowing for ongoing 
  dissection. The whole area smells strongly of 
  preservative fluid.
  Two genetic scientists work here. They 
  react essentially the same way that the 
  scientists in 9. Vat Controls do.
  11. BIOREACTORS
  A single genetic scientist named Marc 
  Plourde works in this chamber. The floor of 
  this huge, high-ceilinged room is slotted with 
  several massive bioreactors large enough 
  to hold dinosaur-sized subjects. Four of the 
  massive bioreactors contain saurian subjects 
  in a sedated state. 
  Three of the creatures, despite their 
  size, look like late-stage dinosaur fetuses. 
  However, one has a strange finned dinosaur 
  inside that’s curled up under a layer of 
  translucent biofilm. The data plaque over 
  this vat reads “Igneusaur deus.” Long-tailed, 
  it’d be 30 feet (9 m) long if it emerged from 
  its tank. PCs should keep their inquisitive 
  companions close, because if disturbed, 
  the strange finned dinosaur could wake and 
  erupt aggressively from its bioreactor.
  PCs familiar with dinosaur naming 
  convention could translate Igneusaur deus 
  as God of Volcanoes. The creation is a bit of 
  a pet project for one of the scientists working 
  at the lab, Marc Plourde, who believes that 
  the strange DNA that they sometimes find 
  in dinosaurs might open secrets even more 
  mind-blowing than time manipulation. 
  Perhaps aspects of creation itself could be 
  unlocked.
  In any case, the Igneusaur deus in this 
  bioreactor is, like its namesake, given to 
  Genetic scientists (2): level 
  2; level 5 for knowledge 
  tasks related to genetics 
  and biological engineering; 
  one carries a magmastat
  Igneusaur deus, 
  immature: level 8; Speed 
  defense as level 4 due to 
  size; health 50; Armor 1; 
  short-range magma spittle 
  attack inflicts 6 points of 
  ambient damage for three 
  rounds to all creatures in 
  immediate range of each 
  other; terminator gene 
  activated by flashing bright 
  lights in dinosaur’s eye 
  knocks it out
  Marc Plourde, genetic 
  scientist: level 3; level 
  5 for knowledge tasks 
  related to genetics, 
  biological engineering, and 
  mythology; carries a pocket 
  laser that can blind a target 
  for a few rounds or knock 
  out an Igneusaur deus
  GM Intrusion: An artifact 
  or other piece of equipment 
  carried by the character 
  releases a static discharge that 
  disturbs the equipment keeping 
  the Igneusaur deus placid.
  A forklift suit decreases 
  the wearer’s Speed Pool 
  by 4 points and increases 
  their weight by about a ton 
  (900 kg), but the difficulty 
  of any task to lift a large, 
  heavy, and bulky object is 
  decreased by three steps.
  Platypode, page 143
  Guard raptors, page 14
  Temporal scientist: level 
  2; level 5 for knowledge and 
  engineering tasks related 
  to time; one carries a 
  magmastat
  Jon Gislason - gislason1988@gmail.com - 266697
  
  14
  Predation
  Prior to the removal of the temporal anchors 
  from the other two time labs, the anomaly here 
  is stable, despite its unusual size. The PCs 
  could use it to regain cyphers if they wish. If 
  they enter it with the hope of recovering Rados, 
  they fail; he’s out of temporal phase. The PCs 
  could enter and try to emerge with a temporal 
  anchor (difficulty 4).
  If the PCs have removed both time 
  anchors from the anomalies in Time Lab 
  Alpha and Time Lab Beta, the anomaly here 
  becomes destabilized. If they remove the last 
  anchor from its anomaly, it and the other 
  two time anomalies all begin to collapse as if 
  they were one connected anomaly.
  It takes up to a minute or two for the 
  standing wave to collapse, beginning with 
  the removal of the last temporal anchor. 
   
  STANDING WAVE 
  COLLAPSE REPERCUSSIONS
  A few things happen when the time 
  anomalies begin to fail. The entire collapse 
  takes up to a minute or two to conclude. 
  During this period, time and dimension 
  become a bit unstuck.
  Eruption Threat: When the temporal 
  wave begins to collapse, the entire volcano 
  shudders. Red warning lights flash on 
  displays across the complex, along with a 
  voice warning, “Eruption event spiked to 
  80% probability; evacuate immediately!” 
  (Treat the voice warning as a GM group 
  intrusion.) This voice warning threat 
  repeats every few minutes, each time with 
  the probability of eruption increasing by 
  a percent. It’s unlikely the PCs have the 
  means to halt this process, but if they come 
  up with a scheme, it’s great to let them 
  try. Otherwise, they should probably finish 
  up their business, leave the volcano, and 
  get clear of the area within the next hour if 
  they don’t want to become part of geologic 
  history.
  Alternate Timeline Contamination: In what 
  is perhaps a vindication of parallel timeline 
  theory, several familiar people emerge from 
  the collapsing anomaly. (Treat this as a GM 
  group intrusion.) They look a lot like the 
  PCs, though sans dinosaur companions. 
  Other cosmetic differences are obvious, 
  most prominently that instead of skin, these 
  rousing the scientists’ suspicions requires a 
  very good reason or a reasonable-sounding 
  bluff (difficulty 3).
  15. TIME LAB BETA
  Scientific machinery surrounds a wavering 
  time anomaly open in this chamber. The 
  anomaly emits a strange whine for reasons 
  no one has figured out.
  In most other ways, this chamber is similar 
  to Time Lab Alpha, including the presence 
  of a couple of temporal scientists. The PCs 
  could also replenish their cyphers in the time 
  anomaly, which remains constantly open here, 
  and they could attempt to remove the temporal 
  anchor that keeps this anomaly from closing. 
  Refer to 8. Time Lab Alpha for specifics.
  The most significant difference from 
  Alpha is that a flock of twelve guard raptors, 
  attracted to the strange whine given off by 
  the time anomaly, can usually be found here 
  in Time Lab Beta. The guard raptors are 
  keyed to scent cues, and the PCs, whether 
  they are SATI or Butterfly, are unlikely to 
  possess such credentials. Unless the PCs 
  can somehow mask their scent, the flock 
  attacks (possibly to the bewilderment of the 
  scientists, though it’s more likely to be taken 
  as a sign that the PCs don’t belong).
  16. LIBRARy
  Reading tables, lamps, a few comfortable 
  reading chairs, and shelves of precious books 
  fill this chamber. A character who spends 
  about ten minutes researching a temporal or 
  genetic engineering topic gains an asset to 
  a related knowledge task. Usually one or two 
  scientists can be found here, though it’s not 
  uncommon for the room to sit idle.
  17. TIME LAB OMEGA
  This time lab has a finger lock set to only 
  Rados’s prints. The PCs will have to hack the 
  lock (difficulty 6) or force it (difficulty 6) to 
  get in. No scientists are usually working in 
  this lab; it is set aside for Rados.
  Inside, the wide chamber contains a time 
  anomaly that’s probably larger than any 
  of the anomalies the PCs have ever seen 
  before. It manifests as a pearlescent, static-
  wracked sphere between three large crystal 
  waveguides fixed to the floor. 
  Time Lab Alpha, page 12
  Temporal scientists 
  (2): level 2; level 5 
  for knowledge and 
  engineering tasks related 
  to time
  Temporal anchor, page 12
  Guard raptors: level 3; 
  Speed defense as level 5 
  due to size and speed; 
  when three raptors attack 
  a single target, treat 
  as one level 5 attack 
  that inflicts 6 points of 
  damage
  Jon Gislason - gislason1988@gmail.com - 266697
  
  15
  the Cawdor Complex
  18. RADOS’S QUARTERS
  This chamber has a finger lock set to 
  Rados’s prints. The PCs will have to hack 
  the lock (difficulty 6) or force it (difficulty 6) 
  to get in. Inside, the room is plastered with 
  genetic engineering schematics and plans 
  for all kinds of temporal research. Making 
  sense of it all requires at least a few hours 
  of study. Even then, all that the PCs come 
  away with is that Rados is using technology 
  called temporal anchors to keep three time 
  anomalies open and relying on the theory 
  of chronal resonance to keep the anomalies 
  tuned to each other’s fluctuations. The 
  resulting temporal standing wave could 
  shatter temporal barriers.
  The PCs can also find a spare magmastat.
  alternate-dimension PCs have scales and 
  feathers sort of like dinosaurs’.
  They’re also burned, hurt, and angry, and 
  they immediately attack the PCs. By their 
  accusations, they believe that the characters 
  are responsible for destroying their entire 
  timeline. They disappear like mirages when 
  the anomaly collapse is finally complete, in 
  whatever state they were in. 
  Rados Emerges: When the collapse of 
  the standing temporal wave concludes 
  with a roll of thunder and another shudder 
  of the entire volcano, all that remains is 
  Rados. He’s scarred and bleeding, and he’s 
  obviously been through a lot. His black hair, 
  fringed with white at the temples, is wild. 
  Importantly, he’s also riding his acroplocerex 
  companion.
  Rados is power-hungry, a bit mad, and 
  convinced that he was going to be the savior 
  of the world. He is certain that he was on the 
  cusp of reestablishing time travel, before the 
  standing time wave collapsed. He demands 
  an explanation from the PCs on how that 
  could’ve happened, not caring that he 
  doesn’t know who they are; he assumes they 
  are just more scientists whose names and 
  faces he’s failed to memorize. 
  This is a chance for the PCs to spin a 
  yarn if they wish to convince Rados to take 
  some specific course of action (which, for 
  SATI PCs, is that he should come with them, 
  for his own safety). Convincing Rados is 
  tough (difficulty 5, two successes before two 
  failures) but not impossible.
  Unfortunately, Rados was wrong about 
  his chances for succeeding in reestablishing 
  time travel, and PCs with even a little 
  knowledge of temporal theory can potentially 
  infer that Rados was mucking about with 
  alternate timelines, not traveling back to 
  their original time period (difficulty 4). 
  Pointing that out to Rados is unlikely to win 
  the PCs any points. Instead, it drives him 
  into a murderous rage, and he attacks.
  If at any point the PCs confess to having 
  collapsed the time wave, it also drives him 
  into a rage, and he attacks. He insists the 
  PCs have destroyed his chance to return to 
  the future.
  Alternate-dimension PCs: 
  level 5; each one uses an 
  attack similar to the related 
  PC’s signature attack; these 
  NPCs evoke the characters 
  narratively, but they are not 
  exact mechanical replicas 
  of the PCs
  Rados: level 5; tasks related 
  to temporal engineering as 
  level 7; health 25; Armor 2; 
  gains an asset to attack and 
  defense tasks while riding 
  his acroplocerex; two long 
  range attacks per turn using 
  his headset laser gun that 
  inflicts 6 points of damage 
  per attack
  Acroplocerex, page 130
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  16
  Predation
  BUTTERFLy OPERATIVES
  Even with the threat of volcanic eruption 
  imminent, Rados won’t willingly leave the 
  complex. So, PCs aligned with the Butterflies 
  can accomplish their goal of destroying 
  Rados’s technology and the man himself 
  merely by getting away once they collapse 
  the time wave. It’s not necessary for them to 
  actually fight Rados at the end, because he 
  remains behind, working desperately to find 
  some way to reactivate his work before the 
  eruption.
  EXPERIENCE POINTS
  The PCs earn 2 XP for collapsing the 
  temporal wave. They earn an additional 
  2 XP if they also succeed in their mission 
  (destroying Rados and his technology for 
  the Butterflies, or acquiring Rados and his 
  technology for SATI).
  CONCLUDING  
  THE ADVENTURE
  The PCs’ final objective varies depending on 
  which group they are working for. 
  SATI MEMBERS
  If the characters can emerge from the 
  complex and get away from the volcano 
  before it erupts with Rados and at least one 
  temporal anchor, they succeed in the job 
  SATI set for them. If the PCs were clever, 
  they might’ve convinced Rados that they 
  were sent by another SATI faction to save 
  him from sabotage, to make him their leader, 
  or something that’ll keep Rados’s mad 
  ego satisfied. Of course, sedating him also 
  works.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Gibson
  COMPANION: When your companion is within long range, you 
  gain an asset on all actions that involve reacting to surprises, traps, 
  time terrors, and other sudden occurrences. Enabler. 
  Practiced With All Weapons
  Tooth and Nail: Practiced in using your enhanced body
  parts (teeth, claws, nails, tail, etc.) as medium weapons
  Thrust (1 Might point): You inflict 1 additional point of damage with 
  sharp/pointed weapons. 
  Draw the Pack (2 Might points): You roar mightily or take some 
  other action that draws the attention of up to three creatures within 
  short range. For the next two rounds, they focus all their attention 
  on you. Action. 
  AGLOW (level 4): Temporarily alters your genetic material 
  with fluorescent proteins, causing you to glow with a 
  bioluminescent light that illuminates the surrounding area 
  (within close range) as if it were daylight. Lasts one hour. 
  TIMESEEKER (level 9): Allows you to sense the presence of 
  time anomalies within a 1-mile (1.6 km) radius. You can 
  pinpoint the location of any current time anomalies in the 
  area, learn their levels, and gain a rough estimate (within a 
  few minutes) of how long each will last. Lasts for one day. 
  Enhanced body parts (teeth, claws, nails, tail, etc.)
  Clothing designed to hide or work around enhanced body 
  parts
  Battleaxe (medium)
  Handcrafted heavy metal maul (heavy)
  Scale armor (medium)
  Dinosaur pheromones (asset on positive dinosaur 
  interactions)
  Adventurer’s pack
  Torch
    
  (includes +1 from Predates)
  Climbing 
  S X
  Running 
  S X
  Intimidation and scare tactics 
  I 
  X
  Smashing and breaking things 
  M X
  Initiative 
  S X
  Pleasant social interactions 
  I 
   
   
  X
  Battleaxe 
   
  4
  Maul 
   
  6
  Enhanced body parts 
   
  4
  Predates
  Toby
  1
  1
  19
  2
  3
  4
  12
  8
  2
  1
  Savage
  Karn
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  For years, you fought in the Pits of Pyrrhic, defeating 
  creatures and other humans. You were a crowd favorite. 
  When you gave it up abruptly, your fans were shocked and 
  distraught. 
  You suspect Laux is either afraid of or disgusted by your 
  adaptations, but you haven’t asked them. 
  The first time the two of you met, Toby tried to kill you. You 
  were able to calm the ankylosaurus, and eventually the two 
  of you called a tenuous truce. You hope it lasts.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Caley
  COMPANION: You gain an asset on all perception tasks when your 
  companion is helping you search, look, or listen. Action. 
  Practiced With All Weapons
  Practiced in Armor
  Swipe (1 Speed point): Quick, agile melee attack; inflicts 1 less 
  point of damage than normal but dazes your target for one round, 
  during which the difficulty of all tasks it performs is modified by 
  one step to its detriment. Action. 
  Calm Before the Storm: Once per day, if you take an action to 
  meditate and clear your mind, you can make a recovery roll on your 
  next action. This doesn’t count against your existing recovery rolls. 
  Sleeping Giant: When you forgo your action once in combat, you 
  deal 5 additional points of damage on your next attack (if it’s 
  successful). If you forgo your action twice in a row in combat, 
  you deal 8 additional points of damage on your next attack (if it’s 
  successful). Can be used only once per combat encounter.
  Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
  CYPHER PURGE (level 3): Allows you to purge all remaining 
  cyphers from your DNA without activating them. This effect 
  is permanent and the purged cyphers cannot be recovered.
  SYRINX (level 5): Alters your voice box, allowing you to 
  perfectly mimic the songs, coos, roars, snuffles, etc. of 
  any creature you hear while the cypher is active. Provides 
  an asset to all interaction tasks, including deception, 
  communication, and training with those creatures. Lasts for 
  one hour. 
  Reinforced hide armor (heavy)
  Telescoping spear (medium) 
  Mace (heavy)
  Ornate metal shield (provides an asset on Speed defense 
  tasks)
  Adventurer’s pack
  Portable solar light
  Survival rations
  Balancing 
  S X
  Climbing 
  S X
  Jumping 
  S X
  Initiative 
  S 
   
   
  X
  Telescoping spear 
   
  4
  Mace 
   
  6
  Moves Like a Raptor
  September
  1
  1
  12
  2
  3
  6
  16
  8
  1
  1
  1
  Volcanic
  Karn
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  You used to serve as a bodyguard for a traveling caravan. To 
  this day, whenever you run across your former companions, 
  they cut you great deals on supplies. 
  Halen comes from the same place you do, and you knew 
  each other as children. 
  You spent the better part of a year hunting down the perfect 
  companion before you finally found September. The two of 
  you have been inseparable ever since. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Halen
  COMPANION: When working with your companion, you gain an 
  asset on all tasks involving figuring out, opening, or discovering 
  physical devices, contraptions, and mechanisms, including traps, 
  locks, doors, tools, levers, and hidden structures. Action. 
  Practiced With Light Weapons
   
  Crossed Wires (1+ Intellect point): You have built or otherwise 
  gained access to a remote device that renders one cybernetic or 
  biorobotic creature within long range unable to function for one 
  round. Alternatively, you can spend an additional Intellect point 
  to attempt to affect two cybernetic or biorobotic creatures in this 
  way for one round. Each creature requires a separate roll. The 
  creature(s) must have a combination of biological and synthetic 
  parts in order for this ability to function. Action. 
  Hacker (2 Intellect points): You gain quick access to a desired bit of 
  information in a computer or similar device, or you access one of 
  its primary functions. Action. 
  Self-Healing: Once per day, you can take a rest as an action and 
  repair your upgraded body parts. Restore 1d6 points to your Speed 
  Pool. (Points always go into that Pool, up to your original limit. 
  Does not count against your existing rests.) Action. 
  DINOSENSES (level 2): Alters your senses to provide you 
  with enhanced sight, smell, and hearing, particularly 
  as it pertains to dinosaurs. For one hour, you have an 
  asset on all tasks involving studying, understanding, 
  and communicating with dinosaurs (and dinosaur-like 
  creatures)
  MANIFESTATION (level 3): Changes the appearance of a 
  nonhuman creature. The change takes ten minutes to apply 
  and lasts for 24 hours. You must touch the creature (as an 
  action) to activate the cypher.
  Wetweave clothing 
  Lab coat (light armor)
  Hunting knife (light weapon)
  Sonic grenade 
  All-weather goggles
  Lantern
  Fingerprint smart lock
  Variety of machine tools
  Toolkit for keeping your non-organic parts in good shape
  History 
  I 
  X
  Technology 
  I 
  X
  IDing and understanding machines 
  I 
  X
  Using, repairing, and crafting machines 
  I 
  X
  Hunting knife 
  -1 
  2
  Self-Evolves
  Blink
  1
  1
  8
  3
  1
  10
  13
  18
  1
  1
  Mechanical
  Tec
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  Your grandmother was one of the original commuters. She 
  never talked about what she did for SATI, but before she 
  died, she told you she kept a journal. You don’t know where 
  it is. 
  Most people don’t know about your alterations unless you 
  tell them, as they’re well hidden beneath your skin, but 
  you and Caley knew each other before you began altering 
  yourself. You’re not sure how Caley feels about the changes 
  you’ve made. 
  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. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Sadiki
  COMPANION: You gain an asset on all positive social interactions 
  when your companion is within immediate range and visible to the 
  people in the conversation. Enabler.
  Practiced With All Weapons
  Trained Without Armor
  Discover Dinosaurs (2 Intellect points): You scour the area within 
  long range, searching for any signs of current or recent dinosaur 
  activity. If there is or was a dinosaur in this area, you discover its 
  level, general type, and any additional facts that the GM provides. 
  Action.
  Quick Draw (2 Speed points): After using a thrown light weapon, 
  you draw another light weapon and make another thrown attack 
  against the same target or a different one. Action. 
  Try Anything Once: Any time you attempt something that you’ve 
  never done before and that you aren’t trained or specialized in, you 
  gain an asset on that task. 
  Find Origin (1 Intellect point): You can study a creature or plant and 
  learn one thing about where it came from. You might uncover its 
  place of origin, its creator (if it has one), or the way in which it was 
  formed. Action. 
  Hush Now (2 Intellect points): Through voice and actions, you 
  temporarily convince a nonhuman creature with at least some 
  biological components and within short range that you are its 
  parent or creator. It remains calm for up to two rounds, as long as 
  you focus all your attention on it. Action. 
  BIOLOGICAL PLAIT (level 6): Once activated, it releases a 
  biological compound that weaves itself into your blood, 
  brain, and musculature, increasing your Might Pool by 5 for 
  one hour
  NESCIUM (level 2): Wipes your memory clean of a recent 
  error, stressful situation, or otherwise negative experience, 
  giving you a temporary feeling of euphoria. Adds 1 to 
  Intellect Edge for ten minutes. The memory typically does 
  not return.
  Ornate feathered ensemble
  4 throwing knives (light)
  Laser crossbow (medium)
  Crossbow bolts (12)
  Labkit (asset on all scientific and experimental tasks)
  Medkit (asset on healing tasks)
  Pathfinding 
  I 
  X
  Laws, rules, and social norms 
  I 
   
   
  X
  Throwing knife 
  -1 
  2
  Laser crossbow 
   
  4
  Plays God
  Freya
  1
  1
  10
  2
  12
  13
  15
  1
  1
  Daring
  Pteryx
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  As part of your training, your mentor sent you into the 
  jungle with nothing but a knife and told you not to come 
  back for a month. You never told her that you stayed in a 
  nearby town that whole time. But you think she probably 
  knew anyway. 
  You once overheard Gibson and Mar talking about how 
  dinosaurs are created, and you were stunned by their 
  general lack of knowledge about the topic. 
  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. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Laux
  COMPANION: You gain an asset on initiative whenever your 
  companion is within long range. Enabler. 
  Practiced With All Weapons
  Discover Dinosaurs (2 Intellect points): You scour the area within 
  long range, searching for any signs of current or recent dinosaur 
  activity. If there is or was a dinosaur in this area, you discover its 
  level, general type, and any additional facts that the GM provides. 
  Action. 
  Fleet of Foot: If you succeed at a difficulty 2 Speed roll to run, you 
  can move a short distance and take an action in the same round. 
  Enabler. 
  Quick Study: When you take a round to study whatever’s in front of 
  you and gain the facts, you feel more confident that you’re about 
  to do the right thing. You gain an asset on your next non-combat 
  action. 
  Kinesic (2 Intellect points): If you spend one round reading the 
  body language of nearby dinosaurs (including your companion), 
  you gain an asset on interacting with dinosaurs for ten minutes. 
  Action to initiate. 
  Read the Signs: You’re always watching the creatures around you 
  to see what they’re paying attention to. You are trained in initiative 
  and assessing danger whenever you can see a living dinosaur in 
  the vicinity. Enabler. 
  ALLOPOIESIS (level 3): Activates a molecular 
  nanotechnology operation to create “something from 
  almost nothing.” The effect is fairly small and must make 
  sense in terms of the molecular transition. Water can be 
  distilled from moist air, fire can be created from a warm 
  spot and air, or a tiny device can be created from metal 
  shavings.
  DINOFLESH (level 8): Changes your flesh at a molecular 
  level to take on the properties of dinosaur flesh. The thick 
  skin offers +1 to Armor, as well as camouflage when among 
  other dinosaurs (making you one step more difficult for 
  dinosaurs to detect and giving you an asset on surprise and 
  initiative). Lasts for one hour.
  Handmade outfit 
  Knife (light)
  Headset laser gun (heavy)
  Adventurer’s pack
  Climbing gear (asset for climbing tasks)
  5-person hanging tent
  Perception 
  I 
  X
  Identifying 
  I 
  X
  Conducting experiments, discerning truth, 
       and gleaning information 
  I 
  X
  Responding to intrusions 
   
   
   
  X
  Knife 
  -1 
  2
  Headset laser gun 
   
  6
  Walks With Dinosaurs
  Posh
  1
  1
  10
  2
  2
  10
  18
  1
  1
  Empirical
  Pteryx
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  Your best friend from your youth was abducted in the night. 
  You continue to search for him, even though you know it’s 
  probably futile. 
  It’s unusual for you to want to get to know other humans 
  better—but Gibson is one person you would like to learn 
  more about. 
  You only recently captured Posh in the wild and started 
  training it. Things seem to be going well, but the two of you 
  are still feeling each other out.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  ATTACKS
  NAME
  DESCRIPTOR
  TYPE
  FOCUS
  IS A
  COMPANION
  WHO
  TIER
  EFFORT
  XP
  MIGHT
  ARMOR
  NAUTILS
   POOL 
  EDGE
   POOL 
  EDGE
   POOL 
  EDGE
  SPEED
  INTELLECT
  CYPHERS
  EQUIPMENT
   MOD DAM
  LIMIT
  RECOVERY 
  ROLLS
  DAMAGE TRACK
  1 ACTION
  10 MINS
  IMPAIRED
  1 HOUR
  10 HOURS
  1d6+
  +1 Efort per level
  Ignore minor and major 
  efect results on rolls
  Combat roll of 17-20 
  deals only +1 damage
  DEBILITATED
  Can move only an 
  immediate distance
  Cannot move if 
  Speed Pool is 0
  ADVANCEMENT
  INCREASE
  CAPABILITIES
  +4 points into
  stat Pools
  MOVE TOWARD
  PERFECTION
  +1 to the Edge
  of your choice
  EXTRA
  EFFORT
  +1 into Efort
  SKILL
  TRAINING
  Train in a skill or specialize 
  in a trained skill
  SKILLS
   T 
  S 
  I
  T = trained, S = specialized, I = inability
  Pool
  OTHER
  Refer to the
  Cypher System
  Rulebook
  SPECIAL ABILITIES & COMPANION BENEFITS 
  Mar
  COMPANION: When coordinating with your companion, you gain 
  an asset on all tasks involving storytelling, lies, trickery, diversion, 
  or misdirection. Action. 
  Practiced With Light and Medium Weapons
  Time Tap (2 Intellect points): Using an implant, fingerprint-locked 
  device, or other equipment unique to you, you connect with a 
  time anomaly that is within immediate range and ask it one basic 
  question about a recent or current event, experience, or person. 
  If you succeed, it will give you a vision of the answer. The vision it 
  provides is not always one hundred percent correct or clear, but it 
  usually contains at least one bit of pertinent information. Action. 
  Understanding (2 Intellect points): You observe or study a creature 
  or object. The next time you interact with it, the difficulty of the 
  related task is reduced by one step. Action.
  ENDURING SHIELD (level 8): For the next day, you have an 
  asset to Speed defense rolls. 
  GIFTED HEALING (level 7): Restores up to 7 points to another 
  nonhuman creature’s health. You must touch the creature 
  (as an action) to activate the cypher. 
  Long coat with multiple pockets (some hidden)
  Shiv (light)
  Tech toolkit (asset on tech tasks)
  Dupe (enough to make five smokes)
  Firesteel (metal match)
  Hourglass
  Collection of tools and scrap materials
  Inflatable wetweave raft (holds 6 humans)
  Intimidating 
  I 
  X
  Persuading 
  I 
  X
  Creating a narrative  
  I 
  X
  Drawing 
  I 
  X
  Puzzle solving 
  I 
  X
  Learning new things 
  I 
  X
  Crafting ammunition 
  I 
  X
  Crafting dinosaur accessories 
  I 
  X
  IDing the function of any device 
  I 
  X
  Pleasant social interactions 
   
   
   
  X
  Shiv 
  -1 
  2
  Crafts Unique Objects
  Houdini
  1
  1
  7
  2
  9
  9
  20
  1
  1
  Creative
  Osteon
  Jon Gislason - gislason1988@gmail.com - 266697
  
  BACKGROUND
  COMPANION BACKGROUND
  NOTES
  PORTRAIT
  Since you were a small child, you’ve dreamed of the 
  asteroid that is headed toward the planet. Oddly, you find 
  these visions comforting. 
  You’re aware that Sadiki knows an embarrassing or 
  incriminating secret about you.
  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.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Blink
  Halen
  3
  0
  8
  Clever
  Anzu
  Speed defense 
  X 
  Initiative 
  X
  Does 2 points of damage with its beak 
  When working with your companion, you gain an asset on all tasks 
  involving figuring out, opening, or discovering physical devices, 
  contraptions, and mechanisms, including traps, locks, doors, tools, 
  levers, and hidden structures. Action. 
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Blink
  Halen
  3
  0
  8
  Clever
  Anzu
  Speed defense 
  X 
  Initiative 
  X
  Does 2 points of damage with its beak 
  When working with your companion, you gain an asset on all tasks 
  involving figuring out, opening, or discovering physical devices, 
  contraptions, and mechanisms, including traps, locks, doors, tools, 
  levers, and hidden structures. Action. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Freya
  Sadiki
  3
  0
  6
  Sociable
  Alphadon
  Speed defense 
   
  X
  Perception 
   
  X
  Initiative 
   
  X
  Sneaking, hiding, finding, and tracking 
  X
  Does 1 point of damage with its teeth and claws 
  You gain an asset on all positive social interactions when your 
  companion is within immediate range and visible to the people in the 
  conversation. Enabler. 
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Freya
  Sadiki
  3
  0
  6
  Sociable
  Alphadon
  Speed defense 
   
  X
  Perception 
   
  X
  Initiative 
   
  X
  Sneaking, hiding, finding, and tracking 
  X
  Does 1 point of damage with its teeth and claws 
  You gain an asset on all positive social interactions when your 
  companion is within immediate range and visible to the people in the 
  conversation. Enabler. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Posh
  Laux
  3
  0
  8
  Vigilant
  Pterodactylus
  Flying, gliding, and diving 
  X
  Does 2 points of damage with its diving attack 
  You gain an asset on initiative whenever your companion is within 
  long range. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Posh
  Laux
  3
  0
  8
  Vigilant
  Pterodactylus
  Flying, gliding, and diving 
  X
  Does 2 points of damage with its diving attack 
  You gain an asset on initiative whenever your companion is within 
  long range. Enabler.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Toby
  Gibson
  3
  2
  10
  Clumsy
  Ankylosaurus
  Does 2 points of damage with its horns or tail 
  When your companion is within long range, you gain an asset on all 
  actions that involve reacting to surprises, traps, time terrors, and other 
  sudden occurrences. Enabler.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Houdini
  Mar
  3
  0
  8
  Flashy
  Raptor
  Initiative 
  X
  Sneaking 
  X
  Does 2 points of damage with its large, hooked claw
  When coordinating with your companion, you gain an asset on all 
  tasks involving storytelling, lies, trickery, diversion, or misdirection. 
  Action.
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  PLAYED BY
  OWNED BY
  HEALTH
  Houdini
  Mar
  3
  0
  8
  Flashy
  Raptor
  Initiative 
  X
  Sneaking 
  X
  Does 2 points of damage with its large, hooked claw
  When coordinating with your companion, you gain an asset on all 
  tasks involving storytelling, lies, trickery, diversion, or misdirection. 
  Action.
  Jon Gislason - gislason1988@gmail.com - 266697
  
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  NAME
  DISPOSITION
  CATEGORY
  IS A
  COMPANION ABILITIES
  SKILLS
   T S
  T = trained, S = specialized
  ARMOR
  CHARACTER BENEFIT
  INTERACTION
  LEVEL
  NOTES
  PLAYED BY
  OWNED BY
  HEALTH
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  September
  Caley
  3
  1
  10
  Curious
  T. rex
  Does 3 points of damage with its teeth and claws 
  You gain an asset on all perception tasks when your companion is 
  helping you search, look, or listen. Action. 
  NOTES
  BACKGROUND
  DESCRIPTION
  PORTRAIT
  Jon Gislason - gislason1988@gmail.com - 266697
  
  GROUP AFFILIATION NOTES
  SAtI
  CALEY
  Your first assignment for SATI was as a bodyguard for a high-ranking SATI aeternologist. 
  The job went bad, but you managed to save yourself and the aeternologist. Now you’re 
  trusted as someone who protects what needs protecting. 
  HALEN
  You’re mostly here for the technology and devices that you can’t get elsewhere. You think of 
  missions as the dues you pay for access to these goodies.
  SADIKI
  Your ex-love introduced you to SATI. When the two of you split, you stayed on—at first 
  because it reminded you of your ex, but now because you desire to see the future. If helping 
  SATI fix time travel will get you there, you’ll do whatever you can to help.
  LAUX
  The trail of your abducted friend led you to SATI’s door. It’s been a dead end from there, but 
  you are patient and determined.
  MAR
  You joined SATI because you heard the organization might be able to teach you more about 
  the coming asteroid. But you’ve been disheartened to discover that some SATI members 
  are working on a plan to destroy it before it hits Earth.
  GIBSON
  You haven’t been part of SATI long—this is only your third mission. You’re not bored yet, 
  though, and that’s something. 
  Jon Gislason - gislason1988@gmail.com - 266697
  
  GROUP AFFILIATION NOtES
  tHE BUttERFLIES
  CALEY
  You were recruited into the Butterflies by Halen, who also vouched for you. This is only 
  your second mission, and you’re not entirely sure you understand everything about the 
  organization you’re working for yet. 
  HALEN
  You’ve been a Butterfly operative for a few years. While you enjoy the organization 
  and like the people you’ve met, you sometimes worry that if they find out about your 
  enhancements, they will kick you out. Or worse.
  SADIKI
  Your ex-lover—the same one to whom Freya used to belong—is a high-ranking member of 
  SATI. Your decision to join the Butterflies had absolutely nothing to do with that.
  LAUX
  You don’t necessarily believe in everything that the Butterflies embody, but you do believe 
  that dinosaurs are the true and rightful rulers of this time and place. Plus, this is one of the 
  few jobs where you can work in the wilderness and get paid. 
  MAR
  You started working for the Butterflies in hopes that they could teach you more about the 
  asteroid that’s coming, but so far you’ve been disappointed in how little information you’ve 
  received.
  GIBSON
  You are here for the money. Obviously.
  Jon Gislason - gislason1988@gmail.com - 266697
  
SOURCE: textdata/thevault/Cypher System/Setting - Predation/The Cawdor Complex.pdf