作者 主题: 【暗影狂奔4E RC】 边栏:什么是独特风格? P.104  (阅读 2011 次)

副标题: 标新立异,独领风骚

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什么是独特风格?

在《暗影狂奔》第四版游戏资料中所描述的第六纪背景是一个充满活力的多元文化社会,一个被全球媒体文化所渗透(在某种程度上甚至是厌倦)的社会,新的潮流和风格不断涌入市场。虽然巨型企业的单一文化和经批准的着装规范主导着薪奴的工作场所和生活圈,但作为一种自我表达的形式,个人的着装风格、人体艺术和修饰,甚至是整容都在社会的各个圈子里越来越受欢迎。什么是独特的也随着当地文化和亚文化的变化而变化;在西雅图的夜总会里脱颖而出的东西,在野性十足的芝加哥可能就不值一提。

在2070年,殖装的改造和替换并不罕见。生体改造、基因技术和纳米技术被视为现代的解决方案,而赛博殖装通常被视为略显粗俗和穷人的选择。也就是说,大多数殖装改造并不带有社会耻辱感,甚至被看作是勃勃雄心和自我完善的标志。尽管如此,任何明显偏离人类标准的殖装,可见的泛人类改造或过多的可见殖装,仍然是不受欢迎的并会引起他人注意。

究竟在哪里划定界限取决于GM和所玩的游戏。玩家应该咨询GM,看他们选择的角色的特征、肖像、殖装或举止是否适合使用独特风格。作为一个经验法则,这种特征必须是明显的、引人注意的、瞩目的或刺眼的,才有资格成为与众不同的特征。过度或明显的赛博殖装、非人类的生物外型、严重的转基因表型修改等等都应该被列入名单,一些殖装和外观上的改变也是如此。

例如,虽然彩色的头发通常不会构成一种独特风格,但顶着一个荧光绿的莫霍克头就有可能;虽然赛博眼是这个星球上最畅销赛博殖装,但没有虹膜的发光红眼是如此显眼的人造物,它们会符合条件;一个有明显的多肢体替代的赛博恋物癖者肯定会符合条件,任何有明显的变种特征、超自然特征或来自全球不同角落的相对罕见的变种之一也是如此。

在任何特定的战役中,什么是独特风格都有很大的不同;玩家的选择是否符合要求,取决于GM。独特风格的特质旨在提供足够的灵活性,使GM能够轻松决定它是否适用。

劇透 -   :
WHAT IS A Distinctive Style?

The Sixth World setting as depicted in Shadowrun, Fourth Edition game materials is a vibrant, multi-cultural society, one pervaded (and to a certain extent jaded) by a global media culture that constantly floods the market with new trends and styles. While megacorporate monoculture and approved dress codes dominate a wage slave’s workplace and living enclave, personal dress style, body art and modification, and even cosmetic augmentation is increasingly popular in all circles of society as a form of selfexpression. What is distinctive also varies with the local culture and sub-culture; something that stands out in a Seattle nightclub, might be unremarkable in feral Chicago.

In 2070, cybernetic modification and replacement is not uncommon. Bioware, genetech and nanotech are seen as the modern solutions, while cybernetics are often seen as slightly crass and the poor man’s option. That said, most augmentations don’t carry a social stigma, and are even viewed as a sign of ambition and self-improvement. Nonetheless, any augmentation that significantly deviates from the human norm, any blatantly transhuman modification, or excessive amounts of visible augmentation, are still frowned upon and will draw attention.

Exactly where to draw the line depends on the gamemaster and the game being played. Players should consult the gamemaster as to whether Distinctive Style is appropriate for the feature, metatrait, implant, or mannerism being chosen for their character. As a rule of thumb, for such a feature to qualify as distinctive, it must be obvious, attention-grabbing, glaring, or jarring. Excessive or glaringly obvious cyberware, inhuman biomods, gross transgenic phenotype modification and so on should all make the short list, as should a number of augmentations and cosmetic changes.

For instance, while colored hair will not normally constitute a Distinctive Style, sporting a fluorescent green mohawk might; while cybereyes are the mostsold cyberware on the planet, glowing red eyes with no irises are so in-your-face artificial that they would qualify; a cyber-fetishist with obvious multi-limb replacement would certainly qualify, as would anyone with visible changeling traits, supernatural features, or one of the relatively rare metavariants hailing from different corners of the globe.

What constitutes a Distinctive Style in any given campaign varies significantly; it is up to the gamemaster whether a player’s choice qualifies. The Distinctive Style quality is intended to be flexible enough that gamemasters can easily decide whether or not it is applicable.

* 摘自SR4e RunnerCompanion New Qualities