使用AR与VR增强现实(AR)和虚拟现实(VR)之间有一些相似之处。你可以使用其中任何一种进行矩阵动作,通常有类似的效果。然而,两者的区别是深刻的。在AR中,你可以感知到矩阵,但在VR中,你可以身临其境。AR为用户提供了一些现实2.0的东西,但VR可以把你带到完全不同的世界,在那里规则会改变,甚至现实也可以按照你的意愿被扭曲。
在20世纪70年代,几乎每个人都在AR或VR中度过他们清醒时间的重要部分。
在AR和VR之间切换是一个自由动作。
增强现实根据不同的情况,AR可以是一种好处,也可以是一种坏处。在大多数情况下,AR仅仅通过提供有用的信息就能带来好处。如果它直接帮助了你正在进行的任务,例如在修理物品时叠加内部图示、帮助功能和实时诊断,那么GM可以在检定中应用一个适当的骰池修正(通常是+1,但也可能多达+3)。
AR也可以是一种重要的战术辅助手段。如果你的狂奔团队正在运行一个彼此链接的PAN网络,实时共享数据--摄像机画面、无人机传感器拾获、交互地图等等--你就会获得一个战术优势。根据GM的决定,这种优势可以在某些检定中以额外骰池修正的形式出现,对团队中的每个链接成员适用主动性奖励,对对手进行突袭检定等。
AR也可以是一个缺点。例如,你在进行数据搜索的同时在脑海中召开电话会议,你就不太可能注意到一个食尸鬼在你身后偷袭。垃圾邮件和企业广告擅长绕过你的AR过滤器,所以你可能会发现自己在不恰当的时刻被侵入性的广告信息轰炸。同样,如果有人骇入了你的通讯链,你可能会被输入错误的数据,或者突然被全方位的感官爆炸所袭击。在这种情况下,GM会应用适当的修正(通常是-1,但也可能多达-3)。
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AUGMENTED REALITY
Depending on the situation, AR can be a bonus or a detriment. In most cases, AR will be beneficial simply by providing useful information. If it directly aids a task you are undertaking, such as overlaying internal schematics, help features, and real-time diagnostics while repairing an item, then the gamemaster can apply an appropriate dice pool modifier (usually +1 but possibly as high as +3) to the test.
AR can also be an important tactical aid. If your runner team is operating a linked PAN network, sharing data in real time—camera feeds, drone sensor pickups, interactive maps, etc.—you’re going to have a tactical edge. At the gamemaster’s discretion, this advantage can come in the form of extra dice for certain tests, applying an Initiative bonus to each meshed member of the team, a Surprise Test for the opposition, etc.
AR can also be a drawback. If, for example, you are simultaneously performing a data search and holding a conference call in your head, you are less likely to notice a ghoul sneaking up behind you. Spam and corp adverts specialize at bypassing your AR filters, so you may find yourself bombarded by intrusive infomercials at inopportune moments. Likewise, if someone hacks your commlink, you may be fed false data or blitzed with a sudden full-volume sensory blast. The gamemaster applies appropriate modifiers (usually –1 but possibly –3 dice) in such situations.
虚拟现实在VR中,你“存在"于你的化身在矩阵中所处的位置。你要么从你自己的通讯链的节点开始,要么从你所订阅的一个节点开始,然后从那里"移动”到其他节点。在矩阵中,物理距离是没有意义的,它是网络连接、可用内存、交换系统和传输速率的问题,而不是实际的米和公里。到达世界另一端的节点几乎是瞬间的事。
来自拟感模块的拟感信号将实际矩阵的复杂代码结构转换为图形图标和其他感官数据(包括情感)。你在全沉浸VR中看到的每个物体都是一个图标。这些图标代表程序、设备、系统和其他用户。在全沉浸VR中所经历的一切,都是一种符号化的表现。并非所有的图标都是它们看起来的样子。要知道某样东西到底是什么,你需要用矩阵侦察检定来分析它(见第228页)。
全沉浸VR有多“真实”?它的大部分看起来都是计算机生成的。无论细节的程度多么令人震惊,甚至是照片般的逼真,它仍然明显是人工的。都市传奇和黑客传说描述了矩阵的一些角落,它们与现实世界几乎没有区别--被称为紫外光节点的神话般的危险地方。
感受到VR矩阵的全部光辉,物理感官就会被完全浸没。当处于VR中,在物理世界中执行的任何动作都会受到-6的骰池惩罚。
VR可以有两种体验方式:更安全的冷模或更强大并危险的热模。
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VIRTUAL REALITY
In VR, you "exist" wherever your persona is within the Matrix. You start either in the node of your own commlink or one of the nodes to which you are subscribed and from there "move" to other nodes. Physical distance is meaningless within the Matrix—it’s all a matter of network connections, available memory, switching systems, and transmission rates, not actual meters and kilometers. Getting to a node on the other side of the world is practically instantaneous.
The simsense signal from the sim module translates the complex code structures of the actual Matrix into graphical icons and other sensory data (including emotions). Every object you see in full VR is an icon. These icons represent programs, devices, systems, and other users. Everything experienced in full VR is a symbolic representation. Not all icons are what they appear to be. To tell what something really is, you need to analyze it with a Matrix Perception Test (see p. 228).
How "real" is full VR? Most of it looks computer-generated. No matter how astounding or even photo-realistic the level of detail, it is still obviously artificial. Urban legend and hacker lore describe corners of the Matrix that are virtually indistinguishable from the real world— mythical and dangerous places called ultraviolet nodes.
Perceiving the VR Matrix in its full glory overwhelms the physical senses. Any action taken in the physical world while in VR suffers a –6 dice pool penalty.
Virtual reality can be experienced two ways: the safer cold sim or the more powerful and dangerous hot sim.
冷模冷模是标准的、合法的VR。当你完全沉浸在VR中时,你以思维的速度运作。你已经把自己从肉体上切断了,通过直接的神经输入发出数字指令。与肉体的速度相比,你在矩阵中的速度快如闪电。
当使用冷模在完全的VR中操作时,你使用你的矩阵主动性,而不是你的物理主动性。矩阵主动性等于你的反应+直觉,并且你会得到一个额外的主动性流程(总共两个)。
热模热模的接口已经被修改,以绕过保护你的神经系统不受破坏性生物反馈的拟感峰值限制器。冷模类似于合法的模拟轻弹,而热模接口的信号强度与线头从BTL芯片得到的闪烁电流相当。这种输入的强度使你能够在“比真实更真实”的条件下体验矩阵。这样做似乎是纯粹的疯狂,因为即使是随机的线路噪音也可能转化为潜在的致命反馈,但许多黑客依靠增强的信号强度为他们提供所需的速度。在热模下,你会变得高度警觉,因为你的每一个感官和每一个神经元都会对通过矩阵流转的机器代码无比敏感。你可以从字面上感觉到程序代码在你的手指下运行,因为你的化身翻译了更大程度的数据,而这些仅仅通过基本感官是无法感知的。
当使用热模进行全沉浸VR操作时,使用你的矩阵主动性而不是你的物理主动性。热模的矩阵主动性等于你的反应+直觉+1,你会得到两个额外的主动性流程(总共三个)。在使用热模时,你还会在所有的矩阵检定中得到一个+2的骰池奖励。
要改造一个拟感模块,使其能在热模模式下运行,你必须做一个硬件+逻辑(10,1小时)的延续检定。以这种方式改造拟感模块在大多数地区是非法的(因为它也允许使用BTL,第259页)。热模也使你容易受到黑IC的致命影响(第237页)。通过他们的活体化身进入VR的超链者总是使用热模。
热模可以像使用BTL一样令人上瘾(物质滥用,第256页)。如果GM觉得某个角色过多地使用热模,他可以要求进行成瘾检定。
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HOT SIM
A hot sim interface has been modified to bypass the simsense peak limiters that protect your nervous system from damaging biofeedback. Whereas cold sim is analogous to a legal sim flick, the signal strength of a hot sim interface is on par with the brainkicking current a wirehead gets from a BTL chip. The intensity of this input allows you to experience the Matrix in better-than-real conditions. It may seem like sheer madness to redline this way, as even random line noise could translate into potentially lethal feedback, but many hackers rely on the boosted signal strength to provide them with the speed they need. Under hot sim, you become hyper-alert, as every sense and every neuron becomes sensitive to the translated machine code streaming through the Matrix. You can literally feel the code of a program running under your fingers as your persona translates a wider degree of data that simply could not be perceived through the basic senses alone.
When operating with full VR using hot sim, use your Matrix Initiative rather than your physical Initiative. Hot sim Matrix Initiative equals your Response + Intuition + 1, and you receive two extra Initiative Passes (for a total of three). You also receive a +2 dice pool bonus to all Matrix tests while using hot sim.
To modify a sim module so that it can be run in hot sim mode, you must make an Hardware + Logic (10, 1 hour) Extended Test. Modifying a sim module in this way is illegal in most jurisdictions (as it also allows use of BTLs, p. 259). Hot sim also makes you vulnerable to the lethal aspects of Black IC (p. 237). Technomancers in VR via their living persona always use hot sim.
Hot sim can be as addictive as BTL use (Substance Abuse, p. 256). If the gamemaster feels a character is using hot sim too much, she can call for an Addiction Test.
矩阵中的属性在矩阵中,你离开你的肉体,用你的思想、你的智慧和你携带的程序在无线世界中穿行。你的属性在你运行的程序(或复合程式)面前处于次要地位。即使是像逻辑这样的精神属性,在300万倍或更快的速度优势和每一个动作都需要计算数以千计的操作面前也显得很无力。归根结底,你的思想只是在命令你的软件和硬件做事。你的能力与你使用的程序和系统一样好。
在矩阵检定中,检定的属性部分被替换成程序或矩阵属性。例如,取代使用炮术+敏捷来操纵一台突击无人机开火,你会用炮术+命令来操作中型挂载位开火。所有适用于属性的规则都适用于程序或矩阵属性。
这种替代只适用于矩阵动作或完全在矩阵中的目标。与设备的交互通常使用属性,但使用设备与节点或图标交互需要使用程序或矩阵属性。
Clockwork的祖母不知道如何使用通讯链。她刚刚在抽奖活动中赢得了一个新的Fairlight Caliban,并试图启动它:根据GM的说法,这是一个计算机+逻辑(1)检定。她成功了,并且用它在他给她的所有文件中用浏览程序找到了Clockwork的通讯码。这个检定应该是数据搜索+浏览。使用属性
矩阵的核心游戏机制与《暗影狂奔》技能使用的基本技能+属性模式不同。这是有意为之的,并在《矩阵》中的属性部分进行了解释。然而,小组可能更喜欢精简机制或更加强调属性,所以属性可以被重新纳入各种矩阵检定中。
要做到这一点,在每个简单、对抗或延续检定中,用对应的属性(通常是逻辑)取代程序或复合程式。每个矩阵检定所能产生的最大成功数(不是净成功数)被限制到程序或复合程式的等级,其方式类似于法术攻击的成功数被法术的强度所限制(见第118页的强度)。代理、IC和网精将使用他们的自驾等级来代替所需的属性。
另外,各种矩阵检定可以保持不变。取而代之的是,属性(同样,通常是逻辑)以上述同样的方式限制每种检定的成功数(而不是净成功数)。在这两种情况下,每个矩阵动作都需要使用对应的程序。
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USING ATTRIBUTES
The core Matrix game mechanics diverge from the basic Skill + Atribute model of Shadowrun skill use. This is intentional and is explained under Attributes in the Matrix. However, groups may prefer to streamline mechanics or give a greater emphasis to attributes, so attributes may be factored back into the various Matrix tests.
To do this, replace the program or complex form in each Success, Opposed, or Extended Test with the appropriate attribute (usually Logic). The maximum number of hits (not net hits) that can be generated by each Matrix Test is limited to the rating of the program or complex form in a manner similar to the way Spellcasting hits are limited by the Force of a spell (see Force, p. 118). Agents, IC, and sprites would use their Pilot rating in place of the attribute required.
Alternatively, the various Matrix Tests can remain unchanged. Instead, the attribute (again, usually Logic) limits the hits (not net hits) of every test in the same manner described above. In either case, each Matrix Action requires the use of the appropriate program.