网精超链者还拥有从矩阵的结构中创造出半自主实体的能力,这些数字生物听从超链者的召唤。这些网精被一些超链者视为宠物或不寻常的虚拟朋友,而其他人则将它们视为机械精魂。黑客和其他矩阵专家们无法解释这些构造物的真实性质;对大多数分析来说,它们似乎是不寻常的、无中生有的复杂程序。网精的图标涵盖了可爱而有动感的设计到奇异、深奥的图案。
在游戏过程中,网精与代理非常相似(第234页)。每个网精都有一个能级,相当于代理的自驾属性等级,并决定了它其他的矩阵属性。网精的矩阵属性与它所运行的任何节点的属性无关;它依靠其他难以解释的资源运行。
编译网精为了创造(或有人说是召唤)一个网精,超链者首先选择网精的类型(网精的类型,第242页)和他想要的网精能级。他执行一个编译网精的动作,用他的编译+共鸣和网精的能级进行对抗检定。超链者的每个净成功都允许他向网精要求一个任务。
这个过程将一个未注册的网精带到超链者面前。超链者在同一时间只能有一个未注册的网精为他服务。如果他想要更多,他需要注册网精以延长服务(第241页)。编译网精是一项耗费精力的工作;超链者每次编译网精时都会受到衰褪的影响(第243页)。
网精任务网精可以被要求承担被称为任务的工作。任务是超链者要求、哄骗或命令网精提供的一项持续服务。网精所欠的任务数量取决于超链者在其编译检定中获得的净成功数。
网精将执行它们所欠的任务长达8个小时,或者直到它们完成所有欠下的任务。8小时后,网精就会逐渐消失(有人说它们会回到共鸣中),不管它们还欠多少任务。让网精保持更长时间的唯一方法就是注册它。
网精只会从编译它们的超链者那里接受任务,除非另一个超链者伪造了指令(《伪造指令》,第232页)。网精不会受到黑客伪造指令的影响;黑客根本无法像超链者那样用共鸣印证他们的指令。与代理一样,网精的数据踪迹也与超链者的数据踪迹相连接。
连续使用特定的能力,无论是对单一目标还是群体,都只算作一个任务。如果一个任务的参数发生变化,就会使用另一个任务。在矩阵战斗中,在一个节点上与对手交战只算一个任务,不管涉及的敌人有多少。
网精必须留在超链者身边。网精可以在任何时候被暂时解散,并在稍后的时间点(在那8小时内)被召回;两者都需要一个简单动作。网精只有在超链者的陪同或召唤下,或者被派去执行远程任务时,才能访问其他节点。
劇透 - :
SPRITE TASKS
Sprites can be asked to undertake jobs referred to as tasks. A task is a continuous service the technomancer asks, cajoles, or demands from the sprite. The number of tasks owed by the sprite depends on the number of net hits gained by the technomancer on his Compiling Test.
Sprites will perform the tasks they owe for up to 8 hours or until they complete all owed tasks. After 8 hours, sprites fade away to static (some say they return to the Resonance), no matter how many tasks they still owe. The only way to keep a sprite longer is to register it.
Sprites will only take tasks from the technomancer who compiled them, unless another technomancer spoofs an order (Spoof Command, p. 232). Sprites are not vulnerable to spoofed orders from hackers; hackers simply can’t imprint their orders with Resonance like technomancers can. Like agents, a sprite’s datatrail also connects back to the technomancer’s datatrail.
Continuous use of a specific power, whether on a single target or a group, counts as only one task. If the parameters of a task are changed, another task is used. Engaging opponents in a single node in cybercombat only counts as one task, regardless of the number of foes involved.
Sprites must remain with the technomancer. Sprites can be temporarily dismissed at any time and called back at a later point (within that 8-hour period); both requiring a Simple Action. Sprites can only access other nodes if they are accompanying or called by the technomancer, or if they are sent on a remote task.
远程任务网精可以被指示在另一个节点中承担远程任务,前往远离超链者的地方工作。网精只能访问公开节点或它有密码的私有节点,或者它可以使用利用漏洞复合程式入侵这些节点。远程任务会丧失网精所欠的任何其他任务。
网精-超链者链接超链者只要保持在线,就能与他们的网精保持精神链接。这种联系使他们能够通过矩阵进行交流,并发送文本、图像和文件等。出于这个原因,如果网精被摧毁,超链者就会立刻知道,因为精神链接将停止运作。
如果超链者失去了与矩阵的链接,他就失去了与网精的联系。在这种情况下,网精们会继续运作。如果超链者重新上线,他必须通过共鸣+直觉(3)检定来恢复与网精的精神链接。
注册网精注册是强制网精执行长期任务的方法。为了注册一个网精,超链者必须与网精进入一个不间断的VR“冥想”会话,将自己与矩阵其他部分的连接断开。注册需要的小时数与网精的能级相等,在此期间,网精甚至在8小时后仍然存在。在程序结束时,超链者进行一次对抗检定,将他的注册+共鸣与网精的能级×2进行对抗。超链者需要至少一个净成功来注册网精;额外的净成功会加到网精所欠的任务数上。一个已注册的网精在8小时后不会消失,对于超链者一直可用,直到它的所有任务都被使用。超链者可以拥有与他的魅力相等的注册网精数量。任何试图注册超过此上限的网精的尝试都会自动失败。
注册网精不需要保持在超链者的面前;它们可以被置于待机状态,逐渐消失在共鸣中,直到超链者再次召唤它们(为每个网精执行一个简单动作)。
如果GM选择的话,注册网精可能会消耗超链者的精神资源,就像束缚精魂可能会影响法师一样(束缚精魂,第187页)。
每连续使用一种能力8小时,就会消耗一个任务。
除了可以使用网精的标准任务外,注册网精还可以执行下列任务。
远程任务: 注册网精像未注册的网精一样进行远程任务,但超链者不会再失去任何欠下的任务,而且网精在8小时后不会消散,因此可以继续使用一段时间。除非有特别的指示,否则一个已注册的网精在完成其远程任务后将进入待命状态。
借用任务:一个注册网精可以被命令服从另一个角色(无论其是否为超链者)的命令。超链者会有效地将一个或多个借用任务授予其他角色。当然,非超链者不能使用网精来学习、编制或维持复合程式,但任何其他任务都可以要求网精完成。借用给他人的网精仍然会服从超链者而不是其他角色。
协助操作:一个注册网精可以将其能级添加到超链者使用的任何单一复合程式中。这种协助的持续战斗轮数最多与网精的能级相等;例如,一个能级为3的网精可以将超链者的矩阵护甲复合程式的等级提高3,每个任务最多3个战斗轮。
维持复合程式:任何由超链者编制的复合程式都可以由注册网精代替维持,这样超链者就不会受到-2的维持修正。在维持复合程式的过程中,每隔一段相当于网精能级的战斗轮数的时间就会用掉一个任务。例如,一个欠下两个任务的能级4的网精,只能维持8个战斗轮的编制复合程式。当网精完成这个任务时(或在任何时候),超链者可以接手维持这个复合程式。如果网精被摧毁(如在矩阵战斗中或被反编译),维持的复合程式就会结束。
辅助学习: 注册网精可以提供额外的骰子来帮助超链者学习新的复合程式,但要付出一个任务的代价。该网精在学习延续检定(第134页)中加入了它的能级个骰子。
劇透 - :
REGISTERING SPRITES
Registering is the method of compelling long-term tasks from a sprite. To register a sprite, the technomancer must enter into an uninterrupted VR "meditation" session with the sprite, disconnecting himself from the rest of the Matrix. Registering requires a number of hours equal to the rating of the sprite, during which time the sprite remains even after eight hours. At the end of the procedure, the technomancer makes an Opposed Test pitting his Registering + Resonance against the sprite’s rating x 2. The technomancer needs at least one net hit to register the sprite; additional net hits are added to the number of tasks the sprite owes. A registered sprite will not fade away after 8 hours, but will remain available to the technomancer until all of its tasks are used. A technomancer may have a number of registered sprites equal to his Charisma. Any attempt to register a sprite beyond this maximum automatically fails.
Registered sprites do not need to remain in the technomancer’s presence; they may be placed on standby, fading away into the Resonance until the technomancer calls them back again (taking a Simple Action for each).
Registered sprites may be a drain on the technomancer’s mental resources, if the gamemaster chooses, in the same way that bound spirits might affect a magician (Bound Spirits, p. 187).
Each 8 hour period of continuous use of a power uses up one task.
In addition to the standard tasks for which a sprite can be used, registered sprites can perform the following tasks:
REMOTE TASKS: Registered sprites conduct remote tasks just like unregistered sprites, but the technomancer does not lose any further owed tasks and the sprite does not dissipate after 8 hours and so can continue on for some time. A registered sprite that still owes tasks will go on standby when it finishes its remote task, unless specifically instructed otherwise.
Loaned Tasks: A registered sprite can be ordered to obey the orders of another character (technomancer or not). The technomancer effectively grants one or more of the owed tasks to the other character. Naturally, a non-technomancer cannot use a sprite to learn, thread, or sustain complex forms, but any other task may be demanded from the sprite. Sprites loaned out to others will still obey the technomancer over the other character.
Assist Operation: A registered sprite can add its rating to any single complex form used by the technomancer. This assistance lasts for a maximum number of Combat Turns equal to the sprite’s rating; a Rating 3 sprite, for example, can boost the rating of the technomancer’s Armor complex form by 3, for a maximum of 3 Combat Turns per task.
Sustain Complex Form: Any complex form threaded by a technomancer may be sustained by a registered sprite instead, so that the technomancer does not suffer the –2 sustaining modifier. One task is used up for each period equal to the sprite’s rating in Combat Turns that it sustains the complex form. A Rating 4 sprite that owes two tasks, for example, can only sustain a threaded complex form for 8 Combat Turns. The technomancer can take over sustaining the complex form as the sprite finishes this task (or at any time). If the sprite is destroyed (as in cybercombat or by being decompiled), the sustained complex form ends.
Aid Study: Registered sprites can provide extra dice to help the technomancer learn new complex forms at the cost of one task. The sprite adds its rating in dice to the Extended Learning Test (p. 134).
再注册超链者可以再注册一个已注册的网精,重复这一过程,以便从该网精那里获得额外的任务。这个过程是与注册是相同的,每个净成功都会增加一个所欠的任务。