PERSONA: THE DIGITAL PROJECTION OF YOUR PHYSICAL SELF
The Persona is
the character’s presence in the Matrix. Obviously,
only Freeminds have Personas; Freeborns lack the hardware to
generate one, and ordinary Humans don’t know any better.
When in the
Matrix, Freeminds gain 2 points to their Mental and Physical
Damage Thresholds, and 1 point to their Wound tallies, as they
are aware that the damage that they are suffering is not
real. While using their Persona, characters may also make
use of their Hacking abilities (see Hacking Abilities, below).
Because of
all of these alterations to the character’s bare bones, a
Freemind’s Matrix Persona Attributes and such are recorded
on a separate sheet. Note also that the Matrix Persona
sheet has new spaces for age, sex, and appearance. This is
because a person’s Residual Self-Image – what the
character looked like when they were in the Matrix – does
not necessarily match the character’s appearance in the Real
World. See the Matrix comic ‘Burning Hope’ on the
Matrix Website for proof of this.
Of the two characters, only Jason’s has a Persona. The gains to his Thresholds and Wounds give him the following new stats:
Stun Threshold: | 20 |
Stun Wounds: | 10 |
Physical Threshold: | 17 |
Physical Wounds: | 6 |
THERE IS NO SPOON: HACKING ABILITIES
For
the purposes of the game, all Freeminds have the ability to bend
the rules of the Matrix in the same fashion that most of them
would bend the rules of the computer system; hence, these
abilities are known as Hacking abilities. Freeborns and
ordinary Humans do not have access to these abilities, which only
work while the Freemind is jacked into the Matrix.
There are
three types of Hacking ability. Persona abilities
affect the character’s Persona and its reactions to the
Matrix. Combat abilities increase the character’s
prowess in combat. Movement abilities affect the
character’s ability to move through the Matrix.
Characters distribute points equal to twice their Belief score,
plus any modifiers for Priority, between any Hacking abilities
they want.
COMBAT ABILITIES
Aiming
Type:
Active
Use:
Automatic
Duration:
Permanent
Aiming
augments the character’s prowess in ranged combat.
Each level reduces the Target for ranged attacks by 1, to a
minimum of 2. It can also be used to cancel out penalties
for vision and aiming factors, although it cannot be used to
cancel out the penalty for Total Darkness or Blindness, as the
character cannot see at all.
Armour
Bypass
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Instantaneous
Armour
Bypass allows the character to ignore some or all of their
opponent’s armour while attacking.
Immediately
after the character draws for the attack, they draw again,
against their Armour Bypass score against a Target of 6, and
consult the table below:
Successes | Result |
Critical Failure | No Damage |
None | No Bonus |
1 | Ignore ¼ of opponent's armour |
2 | Ignore ½ of opponent's armour |
3 | Ignore ¾ of opponent's armour |
4 | Ignore opponent's armour totally |
Critical Success | Bullseye: no armour, plus double damage |
The reduction applies to both the Armour Value and the Absorption Value of the armour; fractions are rounded down to the nearest point for the Armour Value and down to the nearest 10% for the Absorption Value. For example: Engel, with Armour Bypass: 6, is attacking a street thug wearing an armoured coat (Impact 4/50). She is successful in the attack, and draws three successes on the Armour Bypass test. This means that instead of the coat absorbing 4 points of damage and 50 percent of the remaining damage, it only stops (4×25%=)1 point of damage, and absorbs (50×25%=12.5% rounded down to)10% of the remaining damage.
Blind
Fighting
Type:
Passive
Use:
Automatic
Duration:
Permanent
Blind
Fighting allows the character to use a sixth sense to orientate
themselves while they cannot see. Each Level in this
ability removes 1 Rank of vision modifiers. Hence, a person
with Blind Fighting: 5 is equally at home acting in Full Darkness
(+5 difficulty) as in normal light.
Improvised
Missile
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Instantaneous
Improvised
Missile allows the character to turn almost any object into a
ranged weapon. As a rule of thumb, small objects (pens,
bottles) have a base damage of 1, medium-sized objects
(chair-legs, bricks) 3, large (chairs, tyres) 5, and extra large
(doors, tables) 7. It is up to the GM to decide what type
of damage (Blade, Impact or (in rare cases) Ballistic) the object
does in combat. A character must have a Strength Attribute
equal to the damage dealt by the item in order to wield it; so a
character with Strength: 5 would not be able to use anything over
Large size as a weapon. In addition, the character must
have the Level in this ability equal to the damage of the weapon
being used (ie Level 1 for small, Level 3 for medium, and so on).
Improvised
Weapon
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Sustained
Improvised
Weapon allows the character to turn almost any object into a
weapon. As a rule of thumb, small objects (pens, bottles)
have a base damage of 2, medium-sized objects (chair-legs, belts)
4, large (chairs, tyres) 6, and extra large (doors, tables)
8. It is up to the GM to decide what type of damage (Blade
or Impact) the object does in combat. A character must have
a Strength Attribute equal to the damage dealt by the item in
order to wield it; so a character with Strength: 6 would not be
able to use anything over Large size as a weapon. In
addition, the character must have the Level in this ability
equal to the damage of the weapon being used (ie Level 2 for
small, Level 4 for medium, and so on).
Increased
Damage
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Sustained
Each Level
of Increase Damage allows the character to add 2 points to the
base base damage of a close-combat weapon, up to a limit of twice
the weapon’s initial damage. It also allows the
character to cause Physical damage (as opposed to Stun damage)
with their bare hands. This increase in bare-haded damage
goes one way or the other; the character may either increase the
Stun damage done by two points per level of Increase Damage, or
cause Physical damage at the character’s normal Stun damage
level, but not both.
Missile
Parry
Type:
Active
Use:
Character’s choice, 1 use per Combat Turn.
Duration:
Instantaneous
Missile
Parry allows the character to deflect and catch slow-moving
missiles. To deflect a missile, The character must draw
against this ability against a Target of 8; if successful, the
missile does no damage, and is deflected in a random
direction. To catch a missile, the character must draw
against a Target of 11. If this is successful, the missile
ends up in the character’s hand, and does no damage; the
character may do with the missile what they will in their next
Combat Action.
If the
character fails to parry or catch a missile, then the missile
does normal damage; if the character scores a Critical Failure,
it does double damage. This ability may be used once per
Combat Turn; it does not count as the character’s action for
the turn.
Nerve Strike
Type:
Active
Use: Player’s
choice, whenever desired.
Duration:
Instantaneous
By using
knowledge of pressure points, a character with Nerve Strike can
use pinpoint attacks to immobilise an opponent in combat. When
used, the character makes an ordinary combat roll, using the
level of this ability in place of their Martial Arts or Brawling
score. Instead of causing damage with the attack, this
ability reduces the opponent’s Quickness by one per
success. If Quickness is reduced to zero by a Nerve Strike,
the opponent is immobilised.
For
example: Engel (Nerve Strike: 6) is squared off against a
rent-a-cop (Quickness 4, Brawling: 4) who stands between her and
an exit. She wants to get out fast, so she throws herself
at the cop, using her Nerve Strike to bring him down without
killing him. In the first round of combat, Engel draws a
massive 5 successes, and the cop manages only one. Instead
of taking Stun damage, the cop loses (5-1=)4 points of
Quickness. Because this reduces his Quickness to 0, he
sinks to the ground, unable to move, and Engel gets away clean.
Lost
Quickness points return at the rate of 1 point per day.
Smashing
Blow
Type:
Active
Use: Player’s
choice, whenever desired.
Duration:
Instantaneous
With this
ability, characters can punch through solid walls as if they were
cardboard, and break bones as if they were dry twigs – all
without hurting themselves. The character must be unarmed
to use this ability, as it hardens the character’s Persona,
and not what the character is carrying/wielding.
Consult the
table below for the relative ease of breaking different
materials:
Level | Sample Materials |
2 | Glass |
4 | Ballistic Glass, Wood |
6 | Bone, Ceramics |
8 | Brick, Tile |
10 | Concrete |
12 | Hardened Ceramics (armour plates) |
14 | Reinforced Concrete |
16 | Soft allots and metals (bronze, tin, aluminium) |
18 | Hard alloys and metals (steel, iron), ordinary military armour |
20+ | Hardened military armour, super-hard alloys (adamantium, drop-forged iron) |
When
attempting to break through the material, the player draws using
this ability against the Target listed above. One success
opens a hole of up to half a metre in diameter in the barrier;
every success above it increases this maximum by a further
half-metre. If the character fails, then they suffer
Physical damage equal to the Target. A Critical Failure
indicates that the character has broken their limb: the character
automatically receives 2 Physical Wounds, and cannot use the limb
until it is healed.
If a
character fails to break open the surface, they may try again, at
one level higher than the first attempt. This penalty decreases
at rate of 1 level per hour. The explanation for this is
contained in one of Nu*ton’s laws of Matrix Construction:
“There
is a tendency for all Matrix-Code building materials to be more
resilient than their real-world counterparts – they are also
able to repair themselves. Hence, if a part of the Matrix
is attacked but not destroyed, it is immediately reinforced by
the Machines.”
For
example: AJ needs to get through a welded-shut fire door in a
hurry – the explosives he has wired are due to go off at any
minute. The door is made of aluminium (Target 16), and AJ
has Breaking Blow 6. He draws his five cards: two threes, a
seven, and eight, and a nine, none of which are high enough to
break the door. Unfortunately, AJ also suffers 16 points of
Physical damage. Frantically, AJ searches for another way
out – and promptly smacks himself on the forehead. The
walls around the door are brick, which at a Target of 8 is
much easier to break than the door itself. The last attempt
saddled AJ with a Physical Wound, so the Target is up to 9;
however, he still gets five chances to draw something higher than
a 9. AJ steels himself and winds up, drawing an ace, a
four, a six, a nine and a ten for two successes. AJ blasts
a metre-wide hole in the wall and jumps through just in time.
The larger
effects of this ability need to be made when using it in
potentially dangerous situations. For example, what happens
if a stray punch knocks out the last support of a rickety
building?
Reference:
Agent Smith in the subway fight scene.
MOVEMENT ABILITIES
Dodge
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
See Below
Dodge
allows the character to move out of the way of faster missiles
not covered by Missile Parry. Instead of defending, the
player draws cards allowed for the level of the ability against a
Target of 8, and consults the table below:
Successes | Effect |
Critical Failure | Reduce Armour Value by 50%, Absorption Value by 10 |
None | None |
1 | Increase Armour Value by 50%, Absorption Value by 10 |
2 | Increase Armour Value by 100%, Absorption Value by 20 |
3 | Increase Armour Value by 150%, Absorption Value by 30 |
4 | Increase Armour Value by 200%, Absorption Value by 40 |
Critical Success | Bullet Limbo: all but Critical Hits miss, Critical Hits do normal damage. |
So if a
character with a leather jacket (Ballistic 2/20) tries to Dodge
an incoming bullet and draws two successes, his actual armour
ratings for that shot (and all shots in that turn) are 5/50.
Because it
tends to leave the character vulnerable in close combat, this
ability is used more often against ranged attacks. Note
also that the character cannot attack while this ability is
active.
Once
activated, this ability continues against all attacks for that
Combat Round with the same effect. At the start of the next
turn, the character either rolls again or deactivates the
ability.
Reference:
Neo and Agent Brown on the roof of the Government Building.
Free Fall
Type:
Passive
Use:
Automatic
Duration:
Permanent
A character
with this ability can fall up to two metres per level without
fear of injury. If a character falls further than the
maximum distance they are protected against, then they take
damage based solely on the remaining distance. Note that
this ability gives no protection against what might be on the
ground where the character will land (like glass, flames, or a
cartload of Agents…)
Reference:
the group’s landing in the basement of the ambush building.
Increased
Reaction
Type:
Passive
Use:
Automatic
Duration:
Permanent
This
ability increases the character’s Reaction and Speed.
Consult the table below for bonuses:
Level | Speed Bonus | Reaction Bonus |
1 | +1 | None |
2 | +1 | +1 card |
3 | +2 | +1 card |
4 | +3 | +1 card |
5 | +4 | +1 card |
6 | +4 | +2 cards |
7 | +5 | +2 cards |
8 | +6 | +2 cards |
9 | +7 | +2 cards |
10 | +7 | +3 cards |
Reference: Neo and Trinity in the Lobby
Leap
Type:
Active
Use: Player’s
choice, once per distance
Duration:
Instantaneous
Leap allows
the character to jump extraordinary distances. For each
level of this ability, the character may lower the Target of any
jumps by two; as always, this bonus cannot lower the Target below
2.
Jump Height (Centimetres) or Distance (Metres) | Target |
Less than 10%/less than half the character’s height | 2 |
11-20%/up to character’s height | 4 |
21-30%/up to 1.5 times the character’s height | 6 |
31-40%/up to 2 times the character’s height | 8 |
41-50%/up to 2.5 times the character’s height | 10 |
51-60%/up to 3 times the character’s height | 12 |
61-70%/up to 3.5 times the character’s height | 14 |
71-80%/up to 4 times the character’s height | 16 |
81-90%/up to 4.5 times the character’s height | 18 |
91%/up to 5 times the character’s height (Maximum unaided jump) | 20 |
Note that this
table shows the limits for running jumps; for standing-start
jumps, add 1 Level to the difficulty.
Example:
Trinity wants to clear a seven metre wide gap between two
buildings. She has Leap: 3 and is 170cm tall, so the gap is
just over 4 times her height – ordinarily, that’s a
draw against her Athletics skill with a Target of 14, but with
Leap, Trinity only needs to beat a Target of 8.
This
ability also allows the character to jump inhuman distances,
provided that they have enough of a run up and a high enough Leap
ability. Every 10% or .5 of the character’s height
over and above the maximum unaided jump adds two points to the
jump Target, which can then be cancelled by the character’s
Leap ability. For example: Engel (Leap Level 7, height
190cm) needs to clear a fifteen-metre gap. Fifteen metres
is outside the regular human jump range – but Engel isn’t
a normal human. Legs pumping, she throws herself out across
the void… Fifteen metres is just less than eight times
Engel’s height, which makes it a jump against a Target of
32! However, as she has such a high Leap score, Engel’s
player only has draw against a target of (32-14=)18. Also,
with her enhanced jumping ability, Engel’s maximum jump is
8.5 times her height, or about 16 metres.
The
Vertical Leap distances shown above are a measure of how high a
character can jump and land on their feet; a character’s
height must be factored in if the character is attempting to leap
and grab onto something, rather than land on it. For
example, if Trinity (175 cm) wants to leap and grab a fire escape
three metres above the alley floor, then she only has to leap
(300-170=) 130cm. 130cm is about 76% of 175cm, which makes
it draw against a Target of 16. However, as she has Leap at
Level 3, Trinity only has to beat a Target of 8.
Reference:
Trinity in the opening chase scene.
Limited
Levitation
Type:
Active
Use: Player’s
choice, once per Turn
Duration:
Instantaneous
Limited
Levitation allows the character to become airborne for a limited
amount of time – to be specific, one Combat Turn, or about
three seconds. While this may not seem to be a lot, it can
give the character an edge over their opponents. For exmaple, if
it is used against a Copper-top (human still trapped in the
Matrix) then they viewers draw against their Willpower with a
target of 10. If they fail, they spend their next Turn staring
blankly at the person who just hovered three feet in the air
before kicking their partner across the room...
Limited
Levitation also extends the character’s ‘height’
by 5% per Level when calculating the difficulty of the jump,
rounded down to the nearest centimetre. So a 165cm tall
character with Limited Levitation: 7 would use an objective
height of 220cm.
This
ability also adds half of its Rank to the character’s Free
Fall ability in determining the distance a character can fall
without injury. So, a character with Free Fall Level 5 and
Limited Levitation Level 4 can fall up to ([5+2]×2=)14 metres
without injury.
Note that
this ability is simple levitation, and not true flight. A
character cannot control their direction while in the air
(although they can determine their direction on take-off), nor
can it be sustained indefinitely.
Reference:
Trinity in first fight scene/her dive at the end of the first
chase scene.
Quick Draw
Type:
Passive
Use:
Automatic
Duration:
Instantaneous
This
ability allows the character to draw and attack in the same
motion, removing the need for the character to use an action to
ready their weapon.
Reference:
Neo on the roof of the Government Building
Quick Strike
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Instantaneous
This
ability allows the character to attack first in the Combat Turn,
regardless of their Reaction score. This only counts for
the first pass; after this, the character resumes their place in
order. If more than one character uses this ability,
resolve who goes first in the same manner as ties in Reaction
(highest Speed goes first, then highest draw).
Spider Climb
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Sustained
Spider
Climb allows the character to traverse seemingly impassible
vertical surfaces. The character may add the level of this
ability to their Climbing skill (or use it in place of it, if the
character doesn’t have it) when climbing, to a maximum of
10. It also reduces the Targets for climbing by its level.
Tracelessness
Type:
Active
Use: Player’s
choice, whenever desired
Duration:
Permanent
A character
with Tracelessness leaves less of an impression on the
environment than most people. Every Level adds 1 to the
character’s Stealth Attribute for any attempts to physically
find or track the character by the trail they leave on the
environment.
Tracelessness
also has an impact on the character’s interaction with their
immediate environment. Characters with this ability do not
leave fingerprints or any type of forensic evidence like hair and
skin flakes (although they will still bleed), nor do they exert
enough force to trip most sensors (the notable exceptions being
those that work with light – IR beam and plain light
sensors). They also have negligible signature in the
infra-red spectrum (+2 to Targets to spot them with thermographic
vision systems), and make no sound as they move (+2 to Target to
hear them).
Note that
this ability only extends to the character’s immediate
person and possessions; while it will muffle a character’s
footsteps, if the character breaks a window or fires a gun, they
will be heard – and well, in the case of the shot.
PERSONA ABILITIES
Ambidexterity
Type:
Passive
Use: Player’s
choice, whenever desired
Duration:
Permanent
Ambidexterity
allows the character to use either hand with a degree of
competency; ordinarily, a character using an off-hand is
automatically at +2 to the Target for anything they have to
do. When using this ability, the character uses the level
of this ability when using the other hand. Note that this means
that the character may be better with their off-hand than their
regular hand. In this case, the character must use the
lower of either this score or their natural score.
For
example: Mary, with Rank 7 Ambidexterity, wants to hose down a
group of SWAT team officers with her twin Uzis (SMG: 8).
She draws them both and holds down the triggers; her first Uzi,
held in her off-hand, shoots with a skill of 7, while the second
shoots with Mary’s normal Machine Gun skill of 8. If
Mary had Ambidexterity at Level 8 instead of Level 7, she would
have taken both shots with her initial Machine Gun score of 8.
There is a
down side to this ability: using a burst-fire or full-auto weapon
in one hand still attracts a Target penalty of 1 for every three
bullets fired. In the above example, for instance, both
bursts attract an automatic +1 Target penalty.
Reference:
Neo mowing down security in the lobby of the Government Building.
Armour
Type:
Passive
Use:
Automatic
Duration:
Permanent
Armour
toughens a character’s Matrix persona, making it less
susceptible to damage. Consult the table below for the
bonuses to armour.
Level | Blade | Ballistic | Impact | Heat |
1 | 1/10 | - | - | - |
2 | 1/20 | 1/10 | - | - |
3 | 2/20 | 1/20 | - | - |
4 | 2/30 | 2/20 | 1/10 | - |
5 | 3/30 | 2/30 | 1/20 | - |
6 | 3/40 | 3/30 | 2/20 | 1/10 |
7 | 4/40 | 3/40 | 2/30 | 1/20 |
8 | 4/50 | 4/40 | 3/30 | 2/20 |
9 | 5/50 | 4/50 | 3/40 | 2/30 |
10 | 6/50 | 5/50 | 4/40 | 3/30 |
This armour is cumulative with any other armour worn, and does not count towards Encumbrance (see Armour). This armour is also impervious to damage and Wear. So, a character with Armour at Rank 6 wearing a leather jacket (2/10-1/10-0/10-1/10) would actually have Armour Ratings of 5/50-4/50-2/30-1/20.
Enhanced
Senses
Type:
Passive
Use: Player’s
choice, whenever desired/Automatic
Duration:
Permanent
A character
with Enhanced Senses has honed one of their senses to superhuman
levels, or has developed a sense that ordinary humans do not
have. Examples include:
Distance
Vision: the character has developed vision comparable with
eagles. Any distance modifiers are reduced by 2, and all
Targets for ranged combat are reduced by one.
Microscopic
Vision: the character has developed the ability to see very
small objects. All Repair draws are made as if the Wear was
one point less than indicated; if the Repair is being made on
Electronics or similarly miniaturised equipment, the Wear is
reduced by two for the purposes of the draw.
Enhanced
Hearing/Smell/Touch/Taste: the character’s ears have
developed to an almost animalistic level. All tests based
on these senses are made at –3 to the Target. However,
any attacks directed at the sense (Rotten Egg/ Tear Gas vs Smell,
Concussion Grenades vs hearing, Flash Grenades vs Sight) act at
double efficiency.
Direction
Sense: the character can gauge which way they are facing, as
well as their position relative to sea/ground level.
Timing:
the character can tell the time, to the minute, without any
outside aid. This sense may be affected by changes in time
zones, or long periods of travel, isolation, or unconsciousness.
Sense
Dampening: the companion ability to Enhanced Sense, it
removes the penalty for attacks against the enhanced sense.
If the character does not have the enhanced sense, reduce the
power of any attacks by half instead. This ability must be
purchased separately for each sense.
Cat’s
Eyes: the character can see in the dark. As long as
there is some light source, the character ignores darkness vision
modifiers. There is a drawback to this ability: unless the
character has Sense Dampening for their sight, they suffer twice
the listed modifiers for bright lights.
Thermographic
Vision: the character has developed the ability to see into
the infra-red spectrum, allowing them to see heat
signatures. This ability functions as a pair of infra-red
goggles with regards to vision modifiers.
Every Level
in this ability gives the character two types of enhanced sense.
Increased
Physical/Mental Attribute
Type:
Passive
Use:
Automatic
Duration:
Permanent
This
ability allows a character to permanently increase an Attribute
by one level per ability Level. The ability it must be purchased
separately for each Attribute. This increase may alter any
associated abilities; for example, an increase in Endurance will
alter a person’s Thresholds and Death’s Door.
Attributes may not rise above 10 using this ability.
This
ability is limited to half the character’s initial level in
the increased Attribute. Increasing a Primary Attribute
costs two points per level; increasing a Secondary Attribute
costs 1 point per level. A character cannot increase their
Belief Attribute with this ability; any additions to Willpower or
intelligence will not raise it.
Increased
Flash Memory
Type:
Passive
Use:
Automatic
Duration:
Permanent
Each level
of this ability adds 1 level to the character’s Flash
Memory, up to a maximum of twice the character’s initial
Flash Memory. Every two levels also increase the number of
skills a character can have by 1.
Increased
Stamina
Type:
Passive
Use:
Automatic
Duration:
Permanent
Increased
Stamina increases the amount of damage the character can take
while in the Matrix. Consult the table below for the
increase to Thresholds and Wound Tallies:
Bonus to: | ||||
Level | Stun Threshold | Stun Wounds | Physical Threshold | Physical Wounds |
1 | +1 | - | - | - |
2 | +1 | +1 | - | - |
3 | +2 | +1 | +1 | - |
4 | +3 | +1 | +1 | +1 |
5 | +3 | +2 | +2 | +1 |
6 | +4 | +2 | +3 | +1 |
7 | +5 | +2 | +3 | +2 |
8 | +5 | +3 | +4 | +2 |
9 | +6 | +3 | +5 | +2 |
10 | +7 | +3 | +5 | +3 |
Reference: Morpheus. ‘Nuff said.
Poison
Resistance
Type:
Passive
Use:
Automatic
Duration:
Permanent
This
ability gives the character resistance to poisons and toxins in
the Matrix, including nerve and tear gas. When trying to
resist the effects of the toxin, subtract the Level of this
ability from the Power of the poison.
Rejuvenation
Type:
Passive
Use:
Automatic
Duration:
See Below
This
ability grants the character superhuman powers of healing.
At the start of each Combat Turn after the character has been
hurt (before Reaction is drawn), the player draws against this
ability, and consults the table below.
Successes | Effect |
Critical Failure | Ability is cancelled until character is wounded again |
0 | None |
1 | Heal (Level×2) points of Physical and Stun damage |
2 | Heal one Physical and one Stun Wound |
3 | Heal (Level×2) points of Physical and Stun damage |
4+ | Heal one Physical and one Stun Wound |
Critical Success | Character is healed to full health |
Effects are
cumulative; so if Cosmo, with Level 4 Rejuvenation, drew three
successes, he would gain back 16 points of Physical and Stun
damage, as well as 1 Wound from each category. This healing
continues until the character is returned to full health.
Like many
Hacking abilities, Rejuvenation is not a mystical, fairy-tale
ability – it has its limits. Rejuvenation will not
regenerate lost body parts, nor can it cure diseases, or help
someone to see, hear, or walk again. Such miracles are the
province of the Potentials…
Resist Pain
Type:
Passive
Use:
Automatic
Duration:
Permanent
Resist Pain
allows the character to ignore Target modifiers that come with
injury. Every Level cancels out the effects of one Wound,
and a separate tally is kept for Stun and Physical Wounds.
For
example: Engel has Resist Pain Level 3. She takes two Stun
Wounds from a police officer with a stun baton, and another three
Physical Wounds from falling from a fourth-storey window.
However, as she has not suffered more than three Wounds in either
category, she is free of penalties. However, if an Agent
shot Engel for another Physical Wound, she would be saddled with
a +1 Target Rank modifier, because she now has 4 Physical Wounds,
one more than she can handle with no penalty.
Note that
this in no way increases the amount of damage the character can
sustain; If Engel above was only able to take 4 Physical Wounds,
she would have collapsed after being shot by the Agent.
Reference:
Pretty much everyone.
Steel Nerves
Type:
Active
Use:
Automatic
Duration:
Permanent
Steel
Nerves allows the character to harden themselves against
psychological or mental attack. This incudes Code changes
to their persona, as well as any attacks on the character’s
mind (this includes Interrogation). Any Targets for such
attacks are increased by this ability’s level.
Once again,
Jason’s Freemind character is the only character to receive
Hacking Abilities. He has allocated 10 points to Polar’s
Hacking Ability modifier, giving him a +1 bonus, for a total of
11 points. After considering his character’s
orientation, he chooses the following Abilities:
Increased
Reaction: 4
Rejuvenation:
4
Armour:
2