TEXT: BY BRUCE R. CORDELL
  IN ALTERNATE 
  DIMENSIONS
  
  2
  Credits
  Writer/Designer 
  Bruce R. Cordell
  Creative Director 
  Monte Cook
  Managing Editor 
  Dennis Detwiller
  Proofreader 
  Ray Vallese
  Cover Artist 
  Lie Setiawan
  Graphic Designer 
  Bear Weiter
  Layout 
  Zoa Smalley
  Artists 
  Sam Cullum, Felipe Escobar, 
  Guido Kuip, Rebecca On, 
  Chris Waller 
  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
  Numenera and its logo are 
  trademarks of Monte Cook 
  Games, LLC in the U.S.A. and 
  other countries. All Monte 
  Cook Games characters and 
  character names, and the 
  distinctive likenesses thereof, 
  are trademarks of Monte Cook 
  Games, LLC.
  During a Numenera game, player characters 
  are entirely likely to accidentally—or 
  purposefully—travel to another plane of 
  reality. Things are diferent in alternate 
  dimensions, sometimes so wildly that 
  players have a hard time iguring out where 
  to begin sorting out the environment. Other 
  times things are just slightly diferent, as 
  in the case of the thousands of parallel 
  planes where things in the Ninth World are 
  somewhat like the published setting, except 
  for a few historical deviations that created a 
  spectrum of diverging possibilities. Whatever 
  the case, the GM will ind it useful to have a 
  few extra tools in their toolkit for dealing with 
  situations beyond even the already weird 
  Numenera status quo.
  In this glimmer, you’ll ind three tools:
  • 100 transdimensional GM intrusions
  •  Using insight to help players understand
  very weird alternate dimensions
  •  100 options for parallel dimensions
  100 TRANSDIMENSIONAL 
  GM INTRUSIONS
  Many resources provide example GM 
  intrusions, including those that accompany 
  focus descriptions, creature descriptions, the 
  Numenera corebook, and in a glimmer 
  called Taking the Narrative by the Tail: 
  GM Intrusions & Special Efects. But 
  with the release of Into the Outside, 
  which describes several new alternate 
  dimensions and methods of traveling 
  to these transdimensional locations, 
  GM intrusions tailored speciically 
  for situations related to traveling in 
  alternate dimensions become possible.
  When you announce a GM intrusion, 
  everyone wants to know how the story will 
  be changed by what you say next. That 
  means it’s up to you to make the best of the 
  situation. It’s time to update the story of 
  the game to add complexity and, possibly, 
  danger.
  GM intrusions are your primary tool for 
  helping craft the story that you and your 
  players are creating. On their turn, a player 
  may tell you that they’re going to hide or 
  attack the broken hound, or something 
  else. The GM intrusion is your turn. It’s your 
  contribution to the situation, a contribution 
  that should make things more interesting. 
  Intrusions represent the natural course of 
  events outside the PCs’ control: the rest of 
  the world, fate, luck, and so on. In the past, 
  such things have been solely in the purview 
  of often-cumbersome rules for NPCs, 
  weather, the environment, and so on, as well 
  as the realm of GM iat.
  IN ALTERNATE 
  DIMENSIONS
  
  3
  IN ALTERNATE DIMENSIONS
  But with GM intrusions, your iat has 
  become a codiied game mechanic that 
  players recognize, respect, and even look 
  forward to (sometimes), if only for the XP 
  you hand out as recompense.
  Of course, when it comes to GM 
  intrusions tailored to situations involving 
  USE WHILE TRAVERSING DIMENSIONS
  The trip may be an entire encounter in and of itself, especially when the unexpected occurs.
  1d20
  Traversing Dimensions
  1
  The phase transition between two diferent dimensions threatens to turn the 
  character to crystal.
  2
  Nanites from the environment are drawn to the disturbance and disrupt active 
  transdimensional energy.
  3
  The character’s armor, clothing, or pack does not make the transition to the new 
  dimension.
  4
  A being of pure transdimensional energy is attracted to the character and follows 
  them for no immediately apparent purpose.
  5
  The device used to traverse the dimensions malfunctions, threatening to hurl the 
  characters who knows where.
  6
  The character is bounced back to their starting dimension, though the reason why 
  isn’t immediately obvious.
  7
  The character’s foot or hand is caught in the last dimension and could get ripped 
  of during the transfer unless the character succeeds on a diiculty 4 Intellect task. 
  8
  The character’s armor is damaged during the transfer and becomes partly phased, 
  reducing its Armor value by 1 until it can be brought “into tune” with the new 
  dimension or until the PCs return to their home dimension.
  9
  The dimension-traveling device triggers in an unexpected or undesirable way, 
  sending the characters back to the dimension they started in.
  10 
  The dimension-traveling device triggers, but sends the PCs to a random 
  dimension.
  11
  The dimension-traveling device detonates.
  12
  The dimension-traveling device triggers, but sends each traveler to a diferent 
  dimension.
  13
  The dimension-traveling device ires a ray that randomly attacks one character as 
  they transition between dimensions.
  14
  The dimension-traveling device triggers, but creatures in the area other than the 
  PCs are sent to the destination dimension.
  15
  The dimension-traveling device “clogs,” creating a spatial instability where one or 
  more alternate dimensions begins to bleed through.
  16
  The trip seems to take years of subjective time, risking insanity for one or more of 
  the travelers subjected to the lengthened mental period. (The trip doesn’t take any 
  extra physical time.)
  17
  Transdimensional leeches attempt to attach in transit.
  18
  Just before travel commences, PC doppelgangers arrive from an alternate timeline 
  and attempt to steal the transdimensional device.
  19
  The transit occurs through a collapsing connection, threatening to drop PCs one 
  or more steps on the damage track.
  20
  The characters travel, but back in time, not into an alternate dimension.
  Transdimensional leech: 
  level 4
  Transdimensional 
  detonation: level 3
  alternate dimensions, you’ve got even more 
  leeway to introduce bizarre complications, 
  which is saying something in a place as 
  weird as the Ninth World. So don’t be afraid 
  to shatter the moon, so to speak. Because 
  even if you do it literally, it’s probably just in 
  a parallel dimension.
  
  4
  USE UPON ARRIVAL IN NEW DIMENSION
  Sometimes the irst few moments in a new dimension are among the most exciting.
  1d20
  Upon Arrival in a New Dimension
  1
  The characters end up in a dimension where the temperature is well below 
  freezing, and everything is dead.
  2
  The area is dimensionally unstable, and everyone falls prone. If the instability is 
  strong, characters must succeed on a diiculty 5 Intellect task or be hurled into yet 
  another dimension.
  3
  The device used to reach the new dimension malfunctions, threatening to strand 
  characters.
  4
  Greenish, thick luid begins to rain from the sky, smelling slightly rank. Tasks are 
  one step more diicult while the rain persists.
  5
  The characters end up in a dimension where the predominant intelligent life form 
  appears to be giant telepathic slugs with a taste for lesh.
  6
  The characters end up in a dimension so beautiful, alluring, and free from pain 
  that any NPCs accompanying the PCs elect to stay behind, regardless of their 
  relationship to the PCs.
  7
  For ten minutes after arrival, the character can’t afect or be afected by normal 
  matter or energy.
  8
  The characters appear in an unexpected dimension, chosen by the GM.
  9
  A cypher in the character’s possession interacts with the new dimension and 
  begins to act oddly. It might explode, release dangerous energy, or take on a whole 
  new temporary ability.
  10
  The environment of the new dimension is somehow toxic, and characters must 
  succeed on a diiculty 4 Might task each hour or descend one step on the damage 
  track.
  11
  A cry for help is heard nearby.
  12
  A guardian automaton/entity detects the arrival and demands identiication from 
  newcomers, possibly not in a language or communication mode the travelers 
  understand.
  13
  Natural weather in the new dimension arrives, but it’s toxic to the travelers.
  14
  One of the characters (perhaps an NPC, perhaps an absent player) fails to make 
  the transition.
  15
  Natives of the newly reached dimension, having seen the travelers’ arrival, decide 
  they are demons or spies.
  16
  Natives of the newly reached dimension, having seen the travelers’ arrival, decide 
  they are gods or forerunners.
  17
  An “elastic” efect threatens to yank the travelers back to the previous dimension.
  18
  The characters appear right in the middle of some sort of important function, 
  ceremony, or mating ritual being held by the natives.
  19
  Something in the new landscape, a strange smell, or something else unique to the 
  new dimension seems familiar to the PC, as if from a forgotten memory in their 
  own past. 
  20
  Transdimensional carnivores are drawn to the dimensional travelers.
  
  5
  IN ALTERNATE DIMENSIONS
  USING A TRANSDIMENSIONAL ITEM
  Transdimensional items are not merely items that might trigger a trip to an alternate 
  dimension, but also items that function by siphoning transdimensional energy, items 
  retrieved from another dimension, or cyphers and artifacts salvaged from a dimensional 
  portal or similar item.
  1d20
  Using a Transdimensional Item
  1
  The item jerks and threatens to fade into an alternate dimension.
  2
  The transdimensional energy given of by the object poisons the character. The 
  character must succeed on a Might defense task or sufer 4 points of Speed 
  damage (ignores Armor) as their body seems to fade slightly. 
  3
  The item opens up a portal mouth (possibly additional to one already expected) to 
  an unknown dimension.
  4
  Another possession the character owns fades and is lost to an alternate dimension.
  5
  The object releases an anomalous blast of power that targets an ally with an attack 
  equal to the level of the item.
  6
  Using the item wipes the character’s memory of the item’s existence, and they drop it.
  7
  The character seems to freeze in place as if turned to stone. In fact, the character 
  has been sidelined to an extremely slow temporal track, where they remain until 
  the item is turned of or destroyed, or the character is otherwise extracted.
  8
  The item explodes, opening a portal from which a dangerous transdimensional 
  creature emerges.
  9
  The item was actually a trap set by a rival or a long-dead intelligence. The trap 
  either detonates or delivers the PCs into the presence of the trap-maker.
  10
  Transdimensional leeches are drawn to the area by the item’s presence.
  11
  The item turns out to be sentient and self-willed. 
  12
  The item inexplicably becomes phased and diicult to interact with.
  13
  The item randomly triggers, afecting an unintended target.
  14
  The item salvaged from another dimension calls a creature from that dimension 
  when it is used.
  15
  If possible, the intended efect of the item is reversed; travelers are sent to their 
  previous dimension, not the intended one. Transdimensional creatures are not 
  banished but fortiied. And so on. 
  16
  Other than creating a feeling of peace and calm, plus a minor healing efect, the 
  item has no further efect, and it depletes.
  17
  The item detonates.
  18
  The device emits a high-frequency screech, extends metallic tendrils, and attempts to hide. 
  19
  The device seems to have a negative efect on the light of the  
  sun when it’s active.
  20
  The device doesn’t activate as expected, but one of the 
  character’s cyphers activates in its place.
  
  6
  USE WHILE IN COMBAT WITH A TRANSDIMENSIONAL FOE
  1d20
  Combat with a Transdimensional Foe
  1
  The character is knocked out of phase by the foe’s attack, a situation that persists 
  until the damage is healed.
  2
  The foe’s doppelganger from a parallel dimension shows up to help its double 
  unless it can be convinced otherwise.
  3
  The foe attempts to escape through a dimensional portal.
  4
  The foe vomits “slow time” on the character. The diiculty of all actions is 
  increased by two steps for the character for the next two rounds. 
  5
  The foe treats the character’s weapon as if the weapon exists in a diferent phase, 
  rendering the foe immune to attacks by that weapon.
  6
  The foe pulls itself and a character into a sub-dimension where they can ight 
  alone.
  7
  The foe pulls of a mask and reveals it is the character’s parallel dimension 
  doppelganger. The shock inlicts 1 point of Intellect damage (ignores Armor), and 
  the diiculty of all actions is increased by one step until the point is restored.
  8
  The foe surrenders. If the ofer is a ruse and the character accepts, the foe tries to 
  use an item or ability to escape with a valuable object carried by the character and 
  take it back to their home plane.
  9
  A wound from the ight becomes infected, and a day later several glowing maggots 
  drop out and then phase into alternate dimensions. 
  10
  Using a cypher or artifact has a diferent efect on the transdimensional foe than 
  expected (determine randomly).
  11
  The foe gazes into a parallel timeline and as a result, gains insight into the 
  character’s next few actions. The diiculty of all attack and Speed defense rolls 
  against the foe is increased by two steps.
  12
  Striking the foe creates a reality vibration that makes vision shimmer between 
  events in this reality and many nearby parallel dimensions. It’s diicult for 
  characters to see straight, which increases the diiculty of all actions by one step.
  13
  An injury begins to bleed the character into an alternate dimension at a rate of 1 
  point of damage per hour until a method can be found to nullify the efect.
  14
  The foe sincerely ofers the character a chance to lee into a random alternate 
  dimension if the character breaks of combat and leaves immediately.
  15
  The foe seems to gain mass and health from some alternate dimension. It regains 
  its original maximum, plus 15 points.
  16
  The foe partially fades into an alternate dimension. For the rest of the combat, 
  the diiculty of the foe’s attacks increase by one step, but so does the diiculty of 
  attacks made against the foe.
  17
  The foe strikes the character so hard that a piece of equipment used by the 
  character (not a weapon or armor) is sent into another dimension.
  18
  The strike phases through the character’s Armor and outer layers of skin and bone, 
  inlicting 4 additional points of damage.
  19
  The character realizes that the foe must not be killed because the foe’s death will 
  open a portal to a dimension of horror, possibly because of an item the foe carries 
  or because of the transdimensional nature of the foe itself.
  20
  The foe opens a portal to a dimension of horror, with potential long-term 
  consequences if the portal is not closed quickly.
  
  7
  IN ALTERNATE DIMENSIONS
  REPERCUSSIONS OF PAST INTERDIMENSIONAL TRAVEL
  Sometimes the efects of traveling into other dimensions can linger, sometimes for weeks or 
  longer, only to arise as unexpected repercussions at inopportune moments.
  1d20
  Repercussions of Past Interdimensional Travel
  1
  A doppelganger of the character from an alternate timeline appears, wounded and 
  crazed, and attempts to take the character’s place.
  2
  The character still retains transdimensional energy, and a dimensional predator is 
  attracted to the character.
  3
  The character still retains transdimensional energy, and when they use a cypher, 
  the interaction blasts the character into an alternate dimension.
  4
  Foes from an alternate dimension inally track the character down.
  5
  The character has such a vivid dream of passing through another dimension that, 
  upon waking, they’re not sure whether it was a dream or it was real.
  6
  A black box phases into existence before the character. However, the character 
  apparently lacks the key.
  7
  The characters thought they had returned to their home plane, but after a period of 
  days (or weeks), they realize they only reached a parallel dimension, possibly when 
  they inally return to their home city and ind that it never existed.
  8
  The characters unwittingly bring a dangerous infection, contagion, or creature with 
  them when they return to their home dimension.
  9
  The portal mouth or device used to travel to an alternate dimension begins to 
  blight reality around it, risking a runaway disaster unless the characters can 
  intervene with a successful Intellect task to repair the device.
  10
  The character becomes physically addicted to dimensional travel. Following 
  any period longer than a week in which the character does not travel to a new 
  dimension, the character sufers a one-step penalty on Intellect tasks.
  11
  Blisters form on the character’s hands. Instead of popping, they open and are 
  revealed as eyes of some alien transdimensional being.
  12
  The character has a lashback memory so strong of a previously visited dimension 
  that something from that dimension slips into reality.
  13
  The character has a lashback memory so strong of a previously visited dimension 
  that an object or NPC the character is handling or speaking with falls into that 
  alternate dimension.
  14
  When the character falls asleep, they dream of the old dimension so lucidly that 
  something from that dimension is summoned to the character’s reality.
  15
  When the character falls asleep, they dream of the old dimension so lucidly that an 
  object or other character is shunted into that prior dimension.
  16
  Aeon Priests who study alternate dimensions have reason to believe that the character 
  has upset the dimensional continuum, and must be killed to safeguard reality.
  17
  A creature from an alternate dimension that has been trailing the character inally 
  catches up to them. The creature is a predator.
  18
  A creature from an alternate dimension that has been trailing the character inally 
  catches up to them. The creature wants to replace the character and take over their life.
  19
  A creature from an alternate dimension that has been trailing the character inally 
  catches up to them. The creature accuses the character of stealing something from it.
  20
  A creature from an alternate dimension that has been trailing the character inally 
  catches up to them. The creature wants the character to come back and save the 
  creature’s people from some interdimensional threat.
  
  8
  Insights are never an end in themselves— 
  they are a means to an end. If the whole 
  point of an adventure is to igure out how 
  to move through a dimension of pure 
  sound, the characters can’t get an Insight to 
  learn how to do this. They could, however, 
  use Insights to help them igure out that 
  sound is the essence of the dimension, 
  and that various methods of producing and 
  harmonizing with environmental sounds 
  might give them a way to interact with the 
  new situation.
  Ultimately, the GM decides each Insight’s 
  revelation, so there’s no chance that the 
  PCs will gain too much information (if 
  such a thing is even possible). But GMs 
  are encouraged to give a valuable Insight 
  if the characters look for one (by spending 
  Intellect points and taking an action), even 
  USING INSIGHT TO HELP 
  PLAYERS UNDERSTAND 
  VERY WEIRD ALTERNATE 
  DIMENSIONS
  Some alternate dimensions are so bizarre 
  that characters—and players—might have 
  diiculty iguring out exactly what’s going on. 
  If players ind themselves in a place where 
  they exist in only two dimensions, there is 
  no light, or they exist as pure sound (such 
  as the dimension of the Tumult in Into the 
  Outside), things will probably be initially 
  confusing, and intentionally so. Part of the 
  adventure is the characters iguring out 
  exactly what’s going on and how they can 
  efectively interact in the new dimension 
  where they ind themselves. 
  But even before that happens, players may 
  need a hand in iguring out the “theme” 
  of the new dimension. Characters can 
  experiment with their environment in a 
  structured way in order to learn how to best 
  operate and accomplish their overall goals.
  One way players can do this is by using 
  a game mechanic introduced in the Cypher 
  System Rulebook called Insight.
  GAINING INSIGHT 
  IN ALTERNATE DIMENSIONS
  If players want to experiment with their 
  environment, they may need to be able to 
  test their assumptions. For instance, if they 
  are in a dimension where time is inconstant, 
  before they can work with that fact, they 
  need to learn it in the irst place. Things 
  that happen to the player characters may be 
  enough to make it clear to everyone. But in 
  case they aren’t, players need a way for their 
  characters to igure things out.
  This is why PCs can gain Insights to 
  help them. If a character is doing research, 
  gathering information, or trying to igure out 
  the nature of the new dimension they’ve just 
  entered, they can spend 3 Intellect points and 
  use one action to gain a single bit of special 
  knowledge from the GM that they can count 
  on with certainty. Insights are always presented 
  as absolutes, and once established, they should 
  never be changed, unless it is through the 
  direct and deliberate intervention of the PCs.
  SAMPLE INSIGHTS
  • The creatures just encountered are
  not native to this dimension.
  • A special object is required to open
  this interdimensional gate.
  • The interdimensional gate leads to
  a dimension where the PCs will be
  greatly changed, but not killed.
  • Keeping one’s thoughts serene
  and under control is the safest way
  to navigate a dimension of pure
  thought.
  • The thief that burgled the camp was
  speciically trying to steal the PCs’
  objects related to dimensional travel.
  • The dimension itself is sentient.
  • In this dimension, absolute speed
  is restricted to only an immediate
  distance each round.
  • Whenever a dimensional transfer
  is about to take place, the odor of
  smoke precedes it.
  • The dimensional gate will collapse if
  more than one person walks through
  it each minute.
  • The two colliding dimensions will
  cause each other to collapse if
  nothing is done.
  • The more time spent in this
  dimension, the stupider travelers
  become.
  • The dimension is presenting a false
  face, hiding some other completely
  bizarre aspect.
  
  9
  IN ALTERNATE DIMENSIONS
  sun millions of years ago, leaving it a world 
  capable of barely supporting microbial life 
  and nothing more— no plants or animals. 
  It’s simply too hot and too bright this close 
  to the oppressive sun in the sky.
  In another parallel universe, another 
  civilization still lourishes, making the Earth 
  unrecognizable to Ninth World travelers. In fact, 
  they probably wouldn’t understand that what 
  they have found is a version of their own world.
  In yet another parallel plane, the Ninth 
  World lourishes as expected. In fact, travelers 
  might not realize that they are not home. 
  But as time passes, the diferences begin to 
  multiply. People who should be dead are not, 
  and vice versa. Buildings in the dimension 
  walker’s city are diferent or located in 
  diferent places. Enmities where none existed 
  before come to light. And so on.
  If players come into possession of a 
  vehicle or other means to quickly travel 
  into many diferent dimensions, having an 
  aid for inspiring new parallel dimensions 
  found by the PCs, where they probably won’t 
  spend too much time, could be useful. Roll 
  or choose on the following table to quickly 
  generate ideas for new dimensions parallel 
  to the base dimension described in the 
  Numenera corebook.
  if it must be made up on the spot. Doing so 
  allows the players to make intelligent plans 
  and feel conident and—more important—
  competent.
  GM-INSTIGATED INSIGHTS
  Sometimes, the GM can lag a potential 
  Insight to a player in a given area. Usually, 
  this is something the GM has speciically 
  designed ahead of time for this purpose. 
  After the PCs have explored an area and are 
  ready to leave, the GM might say, “There’s an 
  Insight to be had here.” This kind of Insight 
  can’t be gained by spending Intellect points. 
  Instead, if the character wants to follow up 
  on the GM’s comment, they spend 2 XP as 
  if they were buying a short-term beneit. No 
  player is required to make this expenditure.
  100 OPTIONS FOR 
  PARALLEL DIMENSIONS
  Parallel dimensions are those where space 
  and time generally move as expected 
  and might vary only a little from a player 
  character’s home dimension. In other 
  parallel dimensions, a historical divergence 
  creates a spectrum of diverging possibilities.
  In one universe, the Earth was never 
  saved from the growing luminosity of the 
  1d100
  Parallel Dimension Trait
  1
  No humans have risen to create the Ninth World. Only a handful of savage 
  abhuman tribes war across prior-world ruins.
  2
  Humans that rose in the Ninth World were imprisoned by the datasphere, and are 
  now mostly stored in crystal tubes.
  3
  The sun is much larger in the sky, it’s hellishly hot, and most things are dead.
  4
  No apparent diference, but with additional versions of the characters.
  5
  No immediately obvious diference, but no versions of the PCs have ever existed in 
  this world.
  6
  The Aeon Priests are an oppressive organization, and the Convergence are 
  freedom ighters.
  7
  No immediately obvious diference, but humans are all controlled by an intelligent 
  alien fungus.
  8
  No immediately obvious diference, but humans are in the grip of an unstoppable 
  lu-like sickness. 
  9
  World ravaged by dimensional laws that have multiplied and spread. It’s literally not 
  safe to walk more than a mile without risk of falling through a dimensional anomaly. 
  10
  Intelligent slug-like entities are the inheritors of this world, not humans.
  
  10
  11
  No evidence of any past civilizations, or any previous intelligent life. Just natural wildlife.
  12
  World locked in perpetual winter, average temperatures -30 degrees F (-34 degrees C), 
  snow everywhere.
  13
  Airless, lifeless, rocky world covered with craters, with no evidence it was ever 
  anything else.
  14
  A thick layer of automation covers anything, but its purpose is hard to discover, as 
  are free-roving intelligences.
  15
  Humans have advanced beyond medieval understanding, adopted science, and 
  are using prior-world tools to reach amazing new heights.
  16
  Humans remain at a medieval understanding, but have woken battle machines 
  and are locked in civilization-ending war.
  17
  No immediately obvious diference, but a few hours or days after arrival, Earth is 
  struck by a massive meteorite.
  18
  The sun is missing; light and heat are provided by a string of artiicial satellites in orbit.
  19
  Earth has been reassembled as part of a much larger ringworld.
  20
  Entities from “hell” ravage the world, stealing “souls” and bodies and using them 
  like toys.
  21
  No immediatey obvious diference, but a few hours or days after arrival, a 
  supervolcano touches of just a few hundred miles away.
  22
  No immediately obvious diference, but instead of the Aeon Priesthood there 
  is the Sisterhood of Silicon, which is so fascinated with ancient devices of the 
  numenera that literacy tests in the topic are mandated.
  23
  No immediately obvious diference, but parts of the world just seem to be “gone.” 
  The populace (but not newcomers to the dimension) are oblivious to these 
  dangerous blank spots.
  24
  This dimension is being exploited by humans in yet another parallel dimension; 
  they are strip-mining it and taking slaves.
  25
  Giant titanothaur-like beasts stomp among the ruins; humans live like vermin.
  26
  No living men; women give rise to new children (all female) using numenera 
  devices to begin pregnancy.
  27
  No immediately obvious diference, but anyone revealing themselves to be nanos or 
  otherwise associated with the “outlaw” Aeon Priests is tried and killed for witchcraft.
  28
  No immediately obvious diference, but a few hours after arrival, the sun goes 
  supernova.
  29
  Earth is overrun with strange and often dangerous plant growth; something in the 
  light of the sun’s radiation is responsible.
  30
  Sentient clouds prowl the skies, sometimes descending to throw a cloak of fog 
  over everything. When they lift, people and objects are simply gone.
  31
  No immediately obvious diference, but the characters discover their alternate-
  version selves were renowned villains that have all supposedly been put to death 
  for terrible crimes.
  32
  A second moon orbits earth like a massive alien beehive, and infested with 
  dangerous spectral entities that exploit living creatures on Earth.
  33
  The datasphere has taken over the minds of every tenth human on Earth, using 
  them as avatars.
  34
  Falling stars are so common (and dangerous) that the human Ninth World 
  civilization teeters on extinction’s brink.
  35
  Dinosaur-like creatures have created a Ninth World-like civilization, not humans.
  
  11
  IN ALTERNATE DIMENSIONS
  36
  Time moves slower in this continuum; the parallel world is similar to present-day Earth.
  37
  Time moves slower in this continuum; the parallel world is similar to present-day 
  Earth, but one where other breaches from alternate dimensions have essentially 
  created a class of superheroes and supervillains.
  38
  Time moves slower in this continuum; the parallel world is similar to present-day 
  Earth, except a nuclear war touches of a few hours or days after the newcomers arrive.
  39
  Earth seems to be in orbit around a massive gas giant planet (that might be Jupiter). 
  Storms touched of by this association are especially massive and dazzling.
  40
  Earth is in orbit around a black hole and its blazing accretion disk. Most life is 
  dead from intense radiation.
  41
  No immediately obvious diference, but an odd tang to the air soon reveals itself 
  as something the characters can’t long breathe and continue to live.
  42
  Similar to the Ninth World, but dirigibles formed from loating creatures are 
  everywhere across the skies.
  43
  Most of the world is underwater, civilization drowned.
  44
  The Amber Pope, the self-proclaimed god-king, rules with an iron ist.
  45
  Sky is purple, gravity is halved, and humans are thin and large-headed. But 
  civilization similar to the Ninth World exists here.
  46
  Deep faith in a pantheon of gods. Anyone who questions the veracity of such 
  faith, or asks questions about matters that could lead someone to doubt the gods’ 
  existence, is severely punished.
  47
  Primates have arisen in the ruins of the previous worlds, but they’re no more 
  intelligent than clever animals.
  48
  Some quality of the new dimension begins to soften newcomers’ bones.
  49
  Just loating rubble and dust in the vacuum of space where the world used to be.
  50
  A plague of insects has eaten most of this world down to nothing. The plague 
  arrived from some parallel dimension, and seems to have a method of spreading 
  further.
  51
  15 foot (5 m) tall humanoid creatures hunt humans through the ruins for food and sport.
  52
  No immediately obvious diference, but those who spend even just a few minutes 
  here begin to have trouble with incontinence.
  53
  Automatons have taken control. They are sad that the humans are no more.
  54
  Earthquakes constantly rumble and shake the ground, and the rising human 
  civilization has become very mobile and used to losses. Most ruins have shaken 
  down and are gone.
  55
  Miles-high towers illed with exotic, motionless machines cover most of the land mass.
  56
  A series of transparent moons orbits Earth, each containing what looks like an 
  artiicial habitat.
  57
  The air is immediately poisonous to dimension walkers.
  58
  Strange, cone-like creatures scuttle here and there on tendrils. Their single eyes 
  stare meaningfully at newcomers, but they seem at irst unable to communicate. 
  No humans are immediately visible.
  59
  Earth has been disassembled into a swarm of space habitats being towed by a 
  super-massive alien spacecraft.
  60
  Many more ruins are visible than in the Ninth World, as if the prior civilization 
  didn’t end millions of years ago, but maybe just hundreds. And maybe it’s still 
  ending, with a few stragglers hiding.
  61
  Intelligent creatures similar to rats have risen in this world, not humans.
  
  12
  62
  The entire planet seems to have been made into a prison world by aliens. Humans 
  number among many millions of strange inmates. Food and water is provided by 
  automaton stations.
  63
  No immediately obvious diference, but humans are telepathic and regard 
  dimension walkers who physically speak as amazingly disgusting and uncouth.
  64
  This dimension is in the process of breaking up, which can randomly destroy objects 
  and creatures, or send them hurtling into yet other parallel dimensions.
  65
  No immediately obvious diference, but when night comes, it is revealed that 
  the world (or at least a portion of it) is under some kind of clear synth dome on 
  display in some vastly larger space where strange macroscopic creatures move.
  66
  Empty of anything but dunes of drit, except for a few half-buried enigmatic 
  structures. Minutes after arrival, dimension walkers begin to notice grit building 
  up on their skin and possessions, and in their eyes. It is the irst sign of total 
  molecular breakdown. Staying more than a few days converts the newcomers and 
  their gear to more drit.
  67
  Some sort of temporal weapon has stopped time here, a persistent efect that could 
  also snag dimension walkers if they stay too long, locking them into the long now.
  68
  Sky is green, gravity is doubled, and squat but broad humans with pale skin and 
  slab-like heads have created a civilization here.
  69
  It’s as if the entire planet has been converted by a runaway process into shiny 
  metal. Even the people and creatures, the ground, the mountains, and the ruins.
  70
  It’s as if the entire planet has been converted into a thick gaseous nebula. 
  Crystalline structures with low-level telepathic resonance loat through it.
  71
  Similar to the Ninth World, but entry into the dimension by the newcomers causes 
  an inexplicable chain reaction that kills every living thing (except the new arrivals).
  72
  This vegetation-overrun version of the Ninth World struggles against the ongoing 
  campaign of sentient plant creatures who want to plow all humans under as fertilizer.
  73
  Rude matter has somehow been injected with intelligence. Clothing, houses, 
  cyphers—everything can think and has a voice, though not always animation.
  74
  Only a single, miles-wide sprawling ruin exists on this parallel Earth. Inside, crystal 
  corridors seem empty, but distant sounds of speech and laughter tempt the 
  explorer onward.
  75
  Akin to the Ninth World, except the dominant life form is a kind of lying insect 
  with compound eyes and red stripes that communicates by pheromones. 
  Transdimensional travelers are initially seen as food.
  76
  Similar to the Ninth World, except versions of the dimension walkers have 
  previously visited and committed a terrible crime (perhaps assassinated the 
  Amber Pope). Their likenesses are known everywhere.
  77
  Similar to the Ninth World, except cannibalism is rife. Avoiding becoming food 
  requires avoiding running afoul of even the most minor rules and regulations, 
  some of which are entirely arbitrary.
  78
  Similar to the Ninth World, except the sun is much dimmer, creating small outposts 
  of Aeon Priests and others skilled with the numenera where life is possible; the rest 
  of the world is covered in snow composed of water and frozen atmosphere.
  79
  Once similar to the Ninth World, except a mad nano has infected the world with 
  nanites that turned every living human being into a clone of the original nano, 
  down to thoughts and attitudes.
  80
  Once similar to the Ninth World, except now the human population is in a pitched 
  battle with alien invaders accidentally led back to the planet by an organization 
  called the Moonwreckers.
  
  13
  IN ALTERNATE DIMENSIONS
  81
  Once similar to the Ninth World, except some past event has apparently turned 
  every living thing to crumbling glass.
  82
  Idyllic world of rolling plains, temperate weather, and intelligent sea life that never 
  comes on land unless threatened.
  83
  Once similar to the Ninth World, except a collision with the dimension of Panaton 
  (a bizarre dimension that exists outside of time) has created all manner of 
  temporal disasters, time loops, and paradoxes.
  84
  Once similar to the Ninth World, except it’s so overrun with Nibovian creatures of 
  every type that it’s diicult to ind any actual humans, if any are left.
  85
  No immediately obvious diference, but it turns out that humans lay eggs instead 
  of get pregnant. 
  86
  No immediately obvious diference, but once every year, a festival known as Amber 
  Day allows anyone to commit any crime they can get away with without any lasting 
  legal repercussions.
  87
  No immediately obvious diference, but there is no Amber Pope. Instead, all revere 
  an alien called Padosu, an entity of pure energy lashing in every spectrum, who 
  becomes angered if any question its “divinity.”
  88
  Once similar to the Ninth World, except self-replicating devices got loose and 
  converted all structures into animate entities that “eat” inhabitants. Now all 
  survivors live out-of-doors in structures no more permanent than tents.
  89
  Once similar to the Ninth World, except a nanite virus destroys all crafted objects 
  of synth, metal, and glass that exist in the world, or that enter the world.
  90
  Automatons have taken control. They are glad that the humans are no more, and 
  viciously hunt any new ones they ind.
  91
  The world seems to have undergone some interaction that has converted it 
  entirely to a solid metallic chunk, including all the structures, animals, and people.
  92
  Once similar to the Ninth World, except the abhuman race of murdens has 
  become ascendant. Humans are slaves, second-class citizens, or criminals.
  93
  Once similar to the Ninth World, except spiny living tubes sprout from the ground 
  almost everywhere, each an appendage of some kind of vast, intelligent fungus 
  that lives in the drit. Humans seem to be missing (they’ve all been absorbed).
  94
  Automatons have taken control. Most of them wear a human-like facade and 
  pretend that life goes on, but every so often, the mask slips.
  95
  Similar to the Ninth World, but inexplicably, no one has eyes. People navigate by 
  improved hearing, touch, smell, and so on.
  96
  Similar to the Ninth World, but the characters are all famous in some way. 
  Conveniently, the actually famous doppelgangers are currently out dimension 
  walking.
  97
  Akin to the Ninth World in some ways, but the “land” is broken up into hundreds 
  of smaller islands that are actually the backs of gargantuan sea-dwelling 
  crustaceans that are normally placid, but sometimes ight.
  98
  Similar to the Ninth World. The only obvious immediate diference is that the sun 
  is bright blue.
  99
  Once similar to the Ninth World, but some kind of efect caused the world’s 
  rotation to gradually stop, ending the day-night cycle and  creating habitable zones 
  only along the perpetual day-night terminator.
  00
  Roll twice and combine the results.
  
  Taking the Narrative by 
  the Tail: GM Intrusions &
  Special Efects
  NUMENERA GLIMMERS
  Numenera Glimmers are inexpensive PDF-only products that allow us to respond to fans’ 
  desires for new material on the ly and let us delve deeper into the Ninth World, covering 
  unusual and specialized topics that might not ind a home in a larger publication. 
  Whether you’re looking for new adventures and character options, Ninth World lore and 
  culture, a cache of numenera devices, or just something a little weird, the datasphere has 
  got you covered. 
  Artifacts & Oddities
  Collection 1
  Injecting the Weird
  Love and Sex in the 
  Ninth World
  Beyond All Worlds
  In Strange Aeons: 
  Lovecraftian Numenera
  Into the Violet Vale
  Vortex
  Maps of 
  the Ninth World 2
  Maps of
  the Ninth World
  fb.com/MonteCookGames
  @MonteCookGames
  Available now from the MCG web store:
  www.montecookgames.com
  
SOURCE: textdata/thevault/Cypher System/Setting - Numenera/Glimmers/In Alternate Dimensions.pdf