The Ninth World can be a weird place, but those realms outside the natural world are even weirder. Navigating a reality of pure sound, a realm with only two dimensions, or a plane where time is inconstant, can be a serious challenge to Numenera characters—and an even greater challenge to Numenera GMs.
In Alternate Dimensions gives GMs three critical tools for running adventures in the many alternate realities PCs might accidentally—or purposefully—find themselves in:
100 transdimensional GM intrusions. Great intrusions for use when traversing dimensions, arriving in new realities, using transdimensional items, and combatting transdimensional creatures. There are even GM intrusions that arise as unexpected repercussions for past transdimensional travel.
Using insight (first introduced in the Cypher System Rulebook) to help PCs come to terms with very weird alternate dimensions.
100 options for parallel dimensions. In parallel dimensions, small historical divergences create a spectrum of alternate realities—some almost identical to the Ninth World the PCs call home, and others radically different.