Arkham Horror in the Ninth World
Converting Arkham Horror game components
to Numenera and other Cypher System games
Arkham Horror Components: what, when, how to use in Numenera
Terms used -- Translation Matrix
Notes on suggested GM Intrusion/s
Increasing the difficulty level
Lovecraftian horror is an official variant for Numenera[1], but it requires considerable effort to maintain a sense of horror and a consistent focus on the Lovecraftian aspects of the setting. You might wonder if there is an easier way. This supplement contributes to a Lovecraftian flavour and inspiration that complements the Ninth World setting, without overpowering it.
The weird nature of Numenera can be enhanced by incorporating certain cards and mechanics of Arkham Horror. Each time a GM Intrusion is warranted (including the “free” intrusion from a natural roll of “1”) the GM may choose to draw and resolve a card, guided by what is written on the card and by the Translation Matrix provided below.
Deck/item | When, where to use | Other notes |
Other Worlds Locations / Gate deck | Use as an GM Intrusions encounter deck. | GM selects the most relevant, applicable, deadly or even entertaining option from each card. |
Arkham Encounters deck | Use as an extra GM Intrusions urban encounter deck. | GM selects the most relevant, applicable, deadly or even entertaining option from each card. |
Mythos deck | Use as a “super Intrusions” deck. Draw a Gate token; an extradimensional portal to the relevant Other World appears, as does a Monster. If not closed, this portal continues to spawn monsters at irregular intervals. | Suggested Intrusion: The PCs are involuntarily drawn through the Gate into the Other World and must find a way to escape. They may begin this mini-adventure by encountering a Monster on the other side. |
Common items deck | Use as found objects or equipment. Items that are inappropriately / ridiculously anachronistic (eg firearms) may be: renamed / repurposed; used as cyphers (single-use) or discarded and re-drawn. | Suggested Intrusion: the item breaks / is lost / runs out of consumables / ceases to function. |
Unique Items deck | Cyphers or Artifacts | Suggested Intrusion: The cypher/artifact ceases to function as it once did, but a new use is revealed. This is functionally the same as a new cypher/artifact. |
Exhibition Items deck | Cyphers or Artifacts | Suggested Intrusion: The Dark Pharaoh, avatar of Nyarlathotep, draws his attention to the PCs. |
Old Ones deck | -N: Penalty of N levels to all actions undertaken in the Old One’s presence. | Boss fights? Suggested Intrusion: The PC dies a hideous death, after going irrevocably insane. The player still receives lots of XP. |
Allies deck | Use as an “encounter deck”; the individual temporarily joins forces with the PC. Apply Ally bonuses as an Asset to actions of a similar kind to those listed, eg +1 Fight is an asset to melee Attacks | Suggested Intrusion: The Ally’s advantage is no longer available: they die, disappear, take a cranky pill or refuse to serve a Murder Hobo any longer. |
Spells deck | These Mythos-specific esoteries can be used, but at grave peril to the user’s soul. | The Sanity cost of each Spell is the number of d6 to roll, with the result taken from the user’s Intellect. If Intellect is reduced to zero (or is already zero), draw a Madness card. |
Monster tokens | Use the monster cup as a random “monster deck”. The Difficulty level of the monster is double its Toughness value, plus 1 for each special ability. Select logical parallels for attacks and abilities. Horror Checks should be made against the Monster’s Difficulty, which is also the Intellect Damage taken on failure. Endless monsters cannot be claimed as trophies. | The Monster trophy, if retained, represents certain crucial samples from the creature’s cadaver. With intensive study, a Nano might discover a countermeasure (Asset) to actions vs other Monsters of that kind. Suggested Intrusion: the monster trophy delivers damage to the PC (through toxins, radiation, ultradimensional energy, cypher interactions, briefly returning to life), and is then lost |
Gate tokens | Choose when PCs experience an extradimensional, otherworldly or dreamlike / surreal encounter. | A Gate token, if retained and intensively studied, represents evidence and measurements that enable a Nano to recreate a Gate to that Other World. Suggested Intrusion: the PC experiences a Glimmer of that specific Other World. |
Clue tokens | Experience points (XP) that can only be spent on Intellect task rerolls and are discarded at the end of the Session | Suggested Intrusion: A mishap (concussion, fright, mindwipe) eliminates one, a few or all Clue tokens |
Money | Shins | Suggested Intrusion: You discover that your Shins are useless (counterfeit, deteriorated, damaged, not legal tender) |
Terror level | May be used to track Horror Mode. Each increase in the Terror Level is an increase in Horror: see Cypher System Rulebook p262 | Suggested Intrusion: a squamous, rugose and non-Euclidean vision shocks the PC: increase the Terror Level by 1. |
The following Translation Matrix helps in exchanging terms from Arkham Horror components (cards) for those in Numenera. Experienced players of both games will realise that the suggested effects of AH cards are less potent, so that the AH cards do not overpower the Ninth World elements in Numenera gameplay.
Arkham Horror term | Numenera Equivalent term | Notes on suggested GM Intrusion/s[2] |
Fight / Stamina | Might | Suggested Intrusion: Temporary inability (minus 1 Asset) in combat/endurance tasks to end of Encounter |
Will | Intellect | Suggested Intrusion: Temporary inability (minus 1 Asset) in Intellect tasks to end of Encounter |
Will / Sanity / Luck | Intellect | Suggested Intrusion: Temporary inability (minus 1 Asset) in Intellect / Sanity-related / ALL tasks to end of Encounter |
Speed / Stealth | Speed | Suggested Intrusion: Temporary inability (minus 1 Asset) in Speed / Stealth tasks to end of Encounter |
Luck | Intellect | Suggested Intrusion: Attempt an Intellect task to avoid 1 level of inability in all tasks for 28 hours. There is no XP award for this Intrusion. |
Devoured | Reduced 2 levels on the Damage Track. PC is bleeding from ventral sphincters.[3] | Suggested Intrusion: |
Increase / decrease Focus | Increase / decrease of Intellect, Speed or Might Edge (choose most relevant) | Suggested Intrusion: All Edge (Speed, Might and Intellect) reduced to zero for the remainder of the Encounter |
Lost in Time and Space | Reduced 1 level on the Damage Track | Suggested Intrusion: All Edge reduced to zero for the next 28 hours |
Move slider/s | Reduce/Increase Might, Speed and/or Intellect. Maximums may not be exceeded. | Suggested Intrusion: One relevant Pool (Might, Speed, Intellect) is halved for the remainder of the Encounter, after which, the Pool points are restored. |
Physical / Magical resistance | Halve the level of physical / numenera attacks against the creature | Suggested Intrusion: apply Resistance against non-combat physical / numenera tasks. |
Physical / Magical immunity | Physical / numenera attacks automatically fail against the creature | Suggested Intrusion: apply Immunity against non-combat physical / numenera tasks. |
Ambush | At the beginning of the combat, the creature gets a bonus attack before initiative is rolled. | Suggested Intrusion: If PCs attempt to flee, they reroll successes and must take the second roll. |
Overwhelming N / Nightmarish N | Attacks by the creature deal a minimum of N damage, even on a successful defence | Apply to the most relevant Pool (Might/Intellect/Speed). Suggested Intrusion: Draw an Injury / Madness card for Overwhelming / Nightmarish respectively. |
Unconscious | Reduce 1 level on the Damage Track | Suggested Intrusion: One (or several) items are missing / damaged / broken among the PC’s equipment. |
Curse / Blessing | Alter the Level of all tasks 2 steps to the PC’s detriment / advantage | Suggested Intrusions: a Blessing is lost; a Curse attracts the attention of a hideous, squamous being; a nameless, non-Euclidean peril of unnatural dimensions and incomprehensible angles makes an offer the PC cannot refuse. |
If these rules remain too easy, unthreatening or insufficiently horrific for players or GM, one or more of these tweaks can calibrate the difficulty:[4]
Michael Barry Page of
[1] Outlined in In Strange Aeons: Lovecraftian Numenera by Monte Cook: MCG.
[2] These are generally handled through the mechanic of GM Intrusions, with accompanying XP award unless otherwise noted.
[3] Don’t have ventral sphincters? Neither did the PCs, until they tried messing with Nyarlathotep.
[4] Any of these tweaks could be introduced in select circumstances, for specific narrative effect: while inside a cyclopean temple to the Great Old Ones; during ultradimensional travel; during a specific ritual by squamous cultists and their rugose servants; late in the game session to increase pressure on the PCs; or while the PC carries a specific Artifact connected with a nameless, ultradimensional horror...
[5] As outlined in Cypher System Rulebook.