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Torment: Tides of Numenera

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BRC Video Games Awards 2016: самая ожидаемая игра 2017 года


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Разработчик: inXile Entertainment| Жанр: story-driven isometric RPG

Платформа: PC | Дата выхода: 28 февраля 2017


Духовный преемник Planescape: Torment в мире новой настольной ролевой игры Numenera. На смену Безымянному пришёл Забытый.

 

Вы - Последний Отверженный, последнее звено в цепи жизней существа, называемого Изменчивым Богом. Однажды он был человеком, отыскавшим способ использовать реликвии древних, чтобы обмануть смерть, проскальзывая тысячелетия в череде сменяющихся тел. Но он не знал, что тела продолжают жить после того, как он их покинул. Что в них просыпается сознание. Теперь Изменчивый Бог, чьи дни изменений прошли, пробудил своего давнего врага - Ангела Энтропии, который охотится за ним и его созданиями...включая вас.

 


С постоянно нависающей над вами угрозой забвения, вы должны отыскать своего мастера, прежде чем вас обоих найдёт жаждущий мести Ангел. Другие отверженные могут стать как вашими врагами, так и вашими союзниками. Вы можете на время войти в их разум через приспособления, которые называют "Озёра", повернув их жизни в свою пользу. Вы будете путешествовать через Девятый Мир, и выше, и под ним, вместе со своими спутниками или один, как пожелаете. Ваша миссия заведёт вас в альтернативные измерения и далёкие миры, освещаемые странные солнцами; а "Озёра", в частности, могут предоставить вам даже более необычных опыт, такой как покорение самого времени. Вы построите своё наследие в поисках ответа на вопрос:

Что значит одна жизнь?

 

Концепт-арты и обои тут.

Страница на Kickstarter | Новости об игре на русском

 

Информация об игре:

 

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"Это не подходит для современного рынка..." Да пошел в жопу этот современный рынок c его аудиторией дебилов!

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"The Forge of the Night Sky" by Chang Yuan

tumblr_mpomr838KU1s762nho1_1280.jpg

The erupting volcanoes and surging lava fill the air with acrid smoke and choking fumes. The bones of an enormous beast lie sprawled across the obsidian fields, its ribs splayed open as if it had been torn open by some unimaginable predator. The ossified bones have been hollowed out as homes by some intrepid or foolish citizens, and the wind howls through the openings in a mournful whistle like a giant flute. In the wastes beyond, creatures of flame and focused minds trawl the lava and skim its valuable nutrients.

Всякие разрешения тут.

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Не помню, была ли тут карта, но если что, то будет ещё раз.

tumblr_mq7ie0hG0j1s762nho1_1280.jpg

Обложечка Numenera Player's Guide, кстати.

А вот этот красавец не новый, наверное, но я не видела.

63_Numenera_GuidoKuip.jpg

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Нихренаж себе размеры!

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Нихренаж себе размеры!

Если что, все локации Torment: Tides of Numenera находятся на востоке от этих мест. Это просто часть Девятого Мира.

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Безумно жаль что разработчикам не досталась вселенная Planescape, кто бы что ни говорил, а хотя бы небольшой намек на то, что сталось со спутниками из оригинальной игры вызвал бы трепет и выдавил скупую ностальгическую слезу.

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Сеттинг Плансейп как бы уничтожен.

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Сеттинг Плансейп как бы уничтожен.

Как это прям уничтожен? =(

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Просто и легко.В 4й редакции сама суть мультиверсума была изменена и Планскейпа как такого больше нет.

Плюс сеттинг официально больше не поддерживается.

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Да какая разница, Тормент брал не этим. Думаю подавляющее большинство начиная играть в него и не знала о том что из себя представляет Планскейп. Старых персонажей, и вообще все относящееся к первой части в топку имхо, т.к. не знаю игры более законченной чем Тормент. Я только за новый сеттинг, новую историю, новых персонажей.

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Сегодня донатерам пришло письмо с купоном на бесплатную загрузку диджитал версии самой ролёвки.

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Как-то мне лениво в почтовый ящик лезть... Потом посмотрю.

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Перевели, наконец, рассказ по Нуменере, который "вводит" игроков во вселенную.

Ссылка на скачивание в pdf-формате: http://www.rpgnuke.r...r_monolith.html

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накопал немного артов из нуменеры

Numenera-1.png

Numenera-6.pngNumenera-3.pngNumenera-5.pngNumenera-7.png

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фото содержимого Thunderstone Advance: Numenera (настолка; в чем отличие от версии с кикстартера - не знаю)

pic1747570_lg.jpg

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pic1747582_lg.jpg

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Обзоры глав нуменеры (на англ.):

Chapter 10: Living In the Ninth World

A short six page introductory chapter. This gives the highest level overview of the world and setting. Though it is high level it is far from redundant, and does offer details that are not covered in the chapters that follow.

We learn first that in the year one billion when the sun should, by all rights, be baking the Earth to a crisp that our star carries on at its current size and luminosity, that life on Earth has been protected somehow by a feat of stellar engineering. We also find that there are now only 7 planets in the solar system, with Mercury long gone (not that the citizens of the Ninth World even knew it was there to begin with). The moon has taken a further orbital path from Earth and as a result the Earth’s rotation has slowed slightly to twenty-eight hours per day, which means that a year is now only 313 days long. The Earth itself has changed as well, with most of the landmass once more congealed into a single continent and the remaining globe devoted to a single massive ocean dotted is small islands and archipelagos. Of course most of this is merely offered for verisimilitude, and is likely never to be of relevance to your game.

What is relevant are some facts about the prior eight ages that still impact the current world. We learn that one of the prior civilizations seeded the planet with nanomachines that still function (though not always as intended) to this day. We learn that another civilization explored multiple cross dimensions, alternate realities, and parallel worlds. And we learn that Earth was at least once before the center of a grand interstellar, and possible intergalactic, empire. We also learn that not all of these past worlds were dominated by man.

Whatever the reason humankind has returned to Earth and is once more the primary species (though dominant may be a tough argument to make in some regions). Human is a relative term though, for though transhumanity is not a focus of the game it is clear that humans are widely diverse not just genetically but in other ways. Active nanites, cybernetics, mutations, and more may give your character a distinctive look and amazing abilities. Abhumans roam the world as well, often looking little different from civilized man, but much as the line between civilization and savagery is blurred the line between human and abhuman is not cleanly cut.

Throughout the Steadfast, the easternmost region of the local world, a vast sort of religion is cropping up, gathering people and nations together. The Order of Truth is founded in the study of the old worlds, and their written and spoken language, The Truth, is becoming the dominant language. Literacy is not uncommon, but it is far from universal. Traders often use Shin-Talk when both sides do not speak the same language. Even beyond that there are hundreds of other languages and dialects, some are limited to a region, and others to a single village. Other religions exist, sometimes in competition and other times alongside the Order of Truth. It’s possible to travel the breadth of the land and encounter different beliefs in every village you stop in, whether slightly or drastically so.

Society is similar to that of medieval Europe as we understand it, but is colored by the leavings of the past; the numenera. Modern (to us) terminology and technology is not strange, and some (like glow globes) are so common as to be routine, while others are very nearly sorcery. In fact, depending on the place some things may be commonplace and others unheard of. Slavery is a common practice, both of humans and abhumans. The laws and specifics differ from land to land.

The weather, flora, and fauna are familiar and yet different. In a billion years all of the plants and animals we know are gone or changed, and yet all are replaced by something similar. People keep canine-like creatures as pets, heard ruminants for their wool and meat, and deal with rodent pests much as we would. Alien creatures and plants also abound, including those of a transdimensional variety. Likewise mechanical and techno-organic remnants of the prior ages also wander the Ninth World.

The weather is drier than one might expect and gets cooler in the winter and warmer in the summer. To the south of the Steadfast the region becomes arctic with constant snow and ice cover. Rain and precipitation may not always be water based, with oils and acids, and even creatures being far from unusual.

Most certainly however, the strangest, and most dangerous, weather of all is the Iron Wind. The Iron Wind are storms of rogue, some say insane, nanite swarms. These storms can reshape the land and everything living and standing in its path. Hills will rise on a steady plain, crowned with pulsing vegetation that reeks like meat festering the sun. Animals will be mutated or even changed into non living materials. The lucky are those who perish, the unlucky survive in agony before they die, and the rare few who survive are always changed by their exposure.

Chapter 11: The Steadfast

The Steadfast is the westernmost portion of the known world (reference the map I posted above). Made up of nine nations that at best tolerate each other, and at worst war against each other the region is barely held together by the Order of Truth. The Steadfast is also the most arguably civilized portion of the known world; a bastion of human population and kingdoms.

The chapter is split into ten major sections, each detailing one of the nine nations and the tenth covering the western coast of the continent. These sections are broken out into a handful of sub-sections detailing major cities and sites within the nation. Forty pages is not a lot of room, and indeed a Ninth World Guidebook is one of the future supplements funded by the Kickstarter campaign.

That said, this is a game that is about discovery and exploration, and in its way a minimalistic approach to the setting at this stage is as much a strength as a weakness as it gives the GM room and reign to create the people, places, and things that will make their campaign functional and unique.

The people and lands of each nation are described in brief before touching on one or more notable cities and usually a major numenera location at a minimum. The most detailed is the nation of Navarine which includes a major region, four cities, a small town in great detail (Fasten, which gets three pages all to itself), and two major numenera; the Amber Monolith, and the Obelisk of the Water God. The detail given to Fasten is clearly done as a way to show what a typical small town/village in the Ninth World is like. In addition each of the nations get a sidebar that includes hearsay and weird items of note. These are brief but serve wonderfully as story seeds and to again highlight the near endless possibility of the Ninth World.

The diversity of regions, from the wealthy Navarine to the barely holding together as a country Milave, provides plenty of room to explore and tell different kinds of stories. Some nations are ruled by kings and feudal lords, while others are only ruled nominally by whatever ruler they have, with the citizens being more freemen than subject. The coasts are sailed by men and women who work the sea legitimately and via raiding and piracy. Knights roam the countryside protecting the innocent or crusading for their beliefs. In this way the Ninth World is given life as a world that straddles a traditional fantasy setting with a post apocalyptic science fiction in the far flung future.

The hyperlinked cross-references and edge-of-page bound details help to expand the world description allowing the reader to investigate a creature that is referenced without breaking up the text with game mechanics. NPCs are likewise able to be statted in the simple and quick way that the system allows in the space of a margin entry without breaking into the text. Additional margin entries might include overhear pieces of conversation, or notes on numenera or peoples.

The other thing to note is that the map provides locations for items that are detailed in white, while providing others that are left for the GM in gray. This includes cities, fortresses, and ruins or items of the prior ages. A GM will put a strong fingerprint on the world of his game by what he decides the locales are, and so a player could probably play two long term campaigns in the same region and experience two vastly different worlds.

My Top Five Bits o’ The World Thus Far

  • The Pytharon Empire - Glowing roads that appear and disappear in the evening. Once you start down that path you cannot leave it and will end up a place you can get to no other way.
  • Milave - A pit of unknown depth that constantly emits a cold mist. The further down you go the colder it gets. Nobody knows how deep it is.
  • The Western Sea - A fish that speaks perfect Truth (the language) and likes to chat up fishermen.
  • Eldan Firth - Upon making contact with a civilization of octopi, their first words: “Oh. You’re back.”
  • Ancuan - The city of Ishlav, victim of a numenera that destroyed all non-living matter in a 2 mile radius, but left anything living alone, or made it more healthy.

Chapter 12: The Beyond

Technically speaking the Beyond is everything that isn’t the Steadfast. Practically speaking that isn’t actually the case. If you look at the map the Beyond is basically the Black Riage mountains and everything east of them until you get to the Clock of the Kala (that big round thing in the northeast corner, as well as the extreme south and north. Mind you, the map apparently covers only a portion of the supercontinent that is the Ninth World. I guess in the tradition of European self-centeredness the Steadfast thinks that they are the end all be all, but they are just a tiny bit of the world. But we’re not here to keep talking about the Steadfast.

The Beyond is much more sparsely populated than the Steadfast. Human settlements tend to be both smaller and fewer and farther between. The big cities of the Beyond may still have tens of thousands of citizens but compared to the cities like Qi with half a million citizens these are still tiny by comparison. Likewise there are few proper nation-states in the Beyond. Most regional powers control very little outside their center of population, with Seshar to the south and east of the southern terminus of the Black Riage being the sole “kingdom” in a proper sense.

The Beyond also ramps up the weird. While the Steadfast had no shortage of strange regions and odd artefacts of prior ages, the Beyond seems to take an almost inverted ratio, with spare few areas that are, by our reckoning, “normal”. From fields of nothing but jagged broken glass, to forests of purple trees, to the famed Cloudcrystal Skyfields - as an aside, how awesome is that name? - the regions of the Beyond are steeped in the weird of the Ninth World.

Much like the prior chapter each region gets a few pages to discuss it and its notable locales. One of the large towns/small cities also gets a full treatment of four pages to fully flesh it out. The sidebars of Hearsay and Weirdness are also present and provide a number of interesting story hooks and weird numenera. Overall, much like the Steadfast this chapter provides a good framework for the setting while leaving plenty of ideas for the GM to run with and plenty of empty space for the GMs own ideas to take root and flourish.

My Top Five Bits o’ The Beyond:


  • The Cloudcrystal Skyfields - not just because its an awesome name, but because an entire region filled with floating crystals that constantly grow and shift, and fall, is really neat.

  • The Ausren Woods - This purple forest probably has my favorite text section thus far in the book devoted to it.

  • The Beanstalk - Floating stuff? Check. Space Elevator? Check. Weird Ninth World homage to Jack & the Beanstalk? Check.

  • The Black Sphere of Kataru - A large sphere of unknown material that rolls around the Plains of Kataru under its own power and seems to grow and shrink … yeah, I can work with that.

  • Nihliesh - Yeah … just look at this freaky resident...
Nichodoss-e1359657088942.jpg

(с)jameson (ST) (rpg post)

В общем все ясно, но было б неплохо если б кто нибудь переводом занялся.

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Chapter 13: Beyond the Beyond

This is a short chapter that covers primarily two locales. The first is the the Clock of the Kala and the Auger-Kala, as region to the far north-east of the the Steadfast that is home to a group of humans who are very different from the other humans of the Ninth World. The Clock is a massive, clearly artificially created ring of unpassable mountains with but one way through to the Auger-Kala within. The Sheer is an artificial cut through the Clock of the Kala seventy five miles across that connects the interior to the Beyond.

The second area of interest is the University of Door, an extra-dimensional place of higher learning that can only be accessed by a select few students via various doors throughout the Ninth World. The University allows its students to literally unlock the doors of knowledge, both physical and mental, spiritual and dimensional. The University is as much a place characters could seek out as a place that they could stumble upon, and either could generate plenty of story hooks. The University could also be the source of a character's focus, but the GM would need to approve this and help with the creation of a new foxus appropriate to a graduate or student of the University.

The remainder of the chapter is given over to presenting a handful of unique villages with no explicit location that GMs can drop anywhere they want into their game world as needed. Each is given a unique trait, a notable person, an bit of local hearsay, and a weird aspect. These areas range in size from a barely a few dozen to nearly a thousand inhabitants.

(с)jameson (ST) (rpg post)

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С фейсбука нуменеры:

1236954_406036786168696_867915954_n.jpg

что то ктулхуподобное из бестиария:

555562_405992079506500_1997578852_n.jpg

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тут ктулху и не пахнет, шалтай болтай какой-то

хрякокоты прикольные

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