THE MATRIX RPG

V2.0

By Bryan Rantala

 

TABLE OF CONTENTS

DISCIPLINES. 1

AGILITY. 2

AWARENESS. 3

BALANCE. 4

ENDURANCE. 4

ENERGY. 6

EVASION. 6

FLIGHT. 7

MATRIX WARPING.. 8

REGENERATION. 14

SPEED. 15

STRENGTH. 15

TELEKINESIS. 16

TALENTS. 17

ALERTNESS. 18

CHARISMA. 18

CRAFT/PROFESSION. 19

DRIVING.. 19

EDUCATION. 19

INTIMIDATION. 19

LANGUAGE. 20

MATRIX LORE. 20

MEDICINE. 20

STEALTH. 20

STREET SMARTS. 21

THIEVERY. 21

ZION POLITICS. 21

CHARACTER DESIGN AND ADVANCEMENT. 21

COMBAT. 22

Actions In Combat 22

Attack Bonuses and Defense Ratings. 22

Establishing A Hold On An Opponent, or Disarming An Opponent 22

Taking Damage. 23

Unarmed Attacks. 23

Melee Weapon Damage. 23

Gun/Heavy Weapon Damage. 23

Encumbrance. 23

CHARACTER SHEET. 23

GLOSSARY. 24

 

DISCIPLINES

“There is no spoon.”

 

A discipline is a type of power that a character has over the Matrix—a way in which he can manipulate it. All of the twelve disciplines are combat-oriented. They are:

 

Agility

Awareness

Balance

Endurance

Energy

Evasion

Flight

Matrix Warping

Regeneration

Speed

Strength

Telekinesis

 

A character’s advancement in each discipline is usually measured from 0 to 3 (Endurance has 4 levels, and Matrix Warping has 5). All player characters have at least a 0 in every discipline. Slaves (humans that don’t know that they are in the Matrix) have a -1 in each discipline. A score of -1 is equivalent to an average human’s abilities.

 

Characters get 12 points during creation to choose which disciplines they are more advanced in. At character creation, characters can have a maximum of only three disciplines that they may put points in. A discipline costs 1 point per level to advance. For instance, going from 0 to 1 costs one point, while advancing from 1 to 2 costs two points.

 

As characters advance in experience, they gain more points to spend. However, after character creation, advancing in disciplines in other than the ones you specialized in during character creation costs a little more—you have to spend 2 points to get to Level 1, rather than just one point. After you have five disciplines in which you have at least 1 Level, gaining Level 1 in a new discipline then costs 3 points.

 

For instance, Phobe starts the game with Speed Level 3 (which cost her 6 points), and Level 2 in both Agility and Awareness (each of which cost her 3 points, for a grand total of 12).

 

Later on, she wants to gain a level in Strength. This is not one of the disciplines that she began the game with, so going from Level 0 to Level 1 costs her 2 points.

 

Eventually, Phobe has Speed, Agility, Awareness, Strength, and Endurance. However, she wants to gain Level 1 in Evasion. She already has five disciplines aside from Evasion, so it will cost her 3 points to gain Level 1 in Evasion.

 

Note: At character creation, you must spend all of your points. You cannot save any for later. However, when you begin advancing, you may save points however much you like.

 

As noted before, there are twelve disciplines—only three of which a character can begin play with at a level above 0. Furthermore, some disciplines require that you have certain levels in other disciplines before you can begin to advance in them (Energy, Evasion, Flight, Matrix Warping, Regeneration, and Telekinesis).

 

Make no mistake—disciplines are the most important thing about any character. You can bring all the rocket launchers and M-16s that you want—without the right disciplines, you’ll still get burned.

 

Keep in mind that many of the disciplines are important for getting other ones. You should decide ahead of time what you want your character to be good at—because it’ll be a long while before he’s good at everything. Having a long-term plan for your character’s development never hurts.

 

AGILITY

No sooner did Officer Johnson yell for the lady to drop the sword in her hand, than she began jumping all over the place. Johnson couldn’t believe it—where did these terrorists learn to bounce around like that?

. . . But he didn’t have time to wonder about that right now. He opened fire with his service revolver, trying desperately to shoot somewhere near her—but by the time he fired one bullet, she was already on the other side of the room, ready to dodge the next.

Within moments, six bullets were lodged in the wall behind the girl, who was now just standing there in her black leather jump-suit, not even panting. She raised the katana, and smiled.

-----

Agility deals with your ability to move quickly. Characters with high agility are near-impossible to score a hit on in hand-to-hand combat, and can transcend the speed of bullets when they need to, moving with lightning reflexes and blinding speed—sometimes, they even look like they’re in two places at once. Being able to move at the speed of thought has saved more than one hacker.

 

Technical Data: Your Agility determines your base dodge rating (DR). It is also a major factor in your Base Attack Bonus (BAB).

 

LEVEL –1: -You are a normal human.

-Base DR 10.

-Base Attack Bonus +0.

 

LEVEL 0: -Your reflexes and ability to dodge incoming blows is roughly that of the most well-trained (but ordinary) human. Although you may not be able to beat him, a kung fu master would find your agility noteworthy.

-You can maneuver your vehicle in a car chase with some expertise, though you are not infallible by any means.

-Base DR 13.

-Base Attack Bonus +1.

 

LEVEL 1: -A kung fu master would find you challenging—your agility is on an even level with his.

-Situations in a car chase that would be death for lesser people would be only a close call for you. The odds have to be really bad before you’re truly screwed.

-Base DR 16.

-Base Attack Bonus +3.

 

LEVEL 2: -The kung fu master has a new master.

-You could drive down the wrong lane in a 70 mph freeway with very little difficulty.

-You can catch throwing knives and the like with very little effort.

-Base DR 20.

-Base Attack Bonus +6.

 

LEVEL 3: -That’s a kung fu master? He’s so. . . Slow!

-Car chases are getting boring. Where’s the danger?

-People who whip throwing knives at you are annoying, but little else.

-Base DR 25.

-Base Attack Bonus +10.

 

AWARENESS

Lancer pulled back the safety on his MP5 while he looked at the clock on the side of the room. “Hurry up. We’re on our last two minutes, here.”

Ion paused, looking up from the control panel with an intent look on his face, staring at nothing. Lancer snarled. “What are you doing? We don’t have time to think!”

Ion only looked at his partner. “We don’t have two minutes. They’re coming. . . Now.”

-----

Your Awareness is your ability to augment your senses by “feeling” the Matrix code churning around you. Every action in the Matrix has a reaction, and people who become attuned to certain actions can see the reactions coming. While some might see only a brick wall, others see a plane of streaming code—and perhaps the SWAT team sneaking around behind it.

 

Awareness is perhaps the most important discipline for gaining the more advanced disciplines.

 

Technical Data: Your Awareness determines the radius of your Anomaly/Threat Detection (ATD), as well as how often the detection check picks up anything.

 

In order to make an Anomaly/Threat Detection check (ATD check), a character must spend four actions. If there is any anomaly or threat that could be detected by the character (such as an agent or a change in the Matrix’s code—GM’s discretion), there is a percentile chance of successful detection based on the character’s Awareness level. This percentile chance can be modified at the GM’s discretion, based on how serious and/or imminent the anomaly or threat is.

 

ATD checks can only be used to detect shifts in the Matrix code and the actions of sentient programs. You cannot use an ATD check against a human, who is simply not part of the Matrix. Any information that Awareness gives you about the actions of people, or premonitions, are at the GM’s discretion. Each level of Awareness describes general guidelines for this alternate use of Awareness.

 

ATD checks also have a variety of other uses, many of them related with the Matrix Warping discipline.

 

Finally, your Awareness also increases your Defense Rating in combat.

 

LEVEL –1: -You are a normal human. In effect, you have absolutely no “Awareness.”

-You cannot make Anomaly/Threat Detection checks.

-You gain no bonus to your DR (Defense Rating).

 

LEVEL 0: -Your senses are heightened—normal humans who try to sneak up on you have very little chance of success, and you miss very little of what goes on around you.

-The effective radius of your ATD check is fifteen feet. You have a 5% chance of success.

-You gain no bonus to your DR (Defense Rating).

 

LEVEL 1: -A normal human has no chance of catching you unaware. Even if the person is perfectly silent and stealthy, you’ll simply be able to tell that someone’s behind you.

-On rare occasions, you will get mild premonitions—such as danger, do this, etc.

-The effective radius of your ATD check is thirty feet. You have a 15% chance of success.

-DR +1.

 

LEVEL 2: -If someone is taking out a gun to shoot you from behind, or is aiming at you with a sniper rifle, you will instantly become aware of it.

-Occasionally, you will get premonitions. These will be more specific than in Level 1—for instance, Someone is coming up behind you, or Someone was just killed.

-The effective radius of your ATD check is sixty feet. You have a 35% chance of success.

-DR +2 (overlaps the bonus from Level 1).

 

LEVEL 3: -You are a wonder-kind. If people even consider hostile acts against you, you have a good chance of detecting their intentions (40-50%).

-Frequently, you will get premonitions. You may have a frequent dream that eventually comes true, though you may be able to alter what happens when the time comes.

-You can see the aura of other beings in the Matrix. You will be able to tell if a person or creature is a slave (someone who is unaware of the Matrix), a rebel (someone who knows he is in the Matrix), a program (like an agent), or an exile (a free-willed program). You have to concentrate for a moment to see an aura—when you are viewing auras, the world around you just looks like swirling streams of code.

-The effective radius of your ATD check is 180 feet. You have a 65% chance of success.

-DR +3 (overlaps bonus from Level 2).

 

BALANCE

Tyche looked out the window, the agent coming up right behind her. Between her and the safety of the phone in the next building over, there was only that clothesline.

She leapt as the agent closed in, and began moving. As she pranced nimbly across the one-inch thick wire, she felt the line buckle a little more as the agent tried to follow her over it. Tenacious, but stupid.

“Wrong move, numb-nuts,” she said quietly, turning around on the other end of the line with a grace beyond even that of a cat.

The agent paused, a snarl on its face, betrayed only by the confusion in its eyes.

Tyche leapt straight up and came back down on the clothesline perfectly. The agent realized what was going on, and tried to move forward to get her—but it was already too late.

Tyche maintained her balance easily, but Agent Harris was not so well prepared. The tension created in the clothesline as she came back down suddenly released, and the agent lost his footing.

He had twenty stories to go before he hit bottom.

-----

Balance is a measure of a character’s ability to keep her footing, as well as her over-all grace and precision when moving. Balance can be extremely useful in combat, especially if an opponent’s balance isn’t as good as yours—if you can take his feet out from under him, the advantage is yours.

 

Technical Data: If you have a Balance of 2 and a Speed of at least 2, you can move along walls (See Speed).

 

You suffer penalties to your Defense Rating and Base Attack Bonus if you are not on steady ground, become disoriented, or if you are in an area with lots of obstacles (such as a floor covered with marbles, an extremely windy place, or on the edge of a cliff). This is called a Circumstance Penalty. This penalty decreases based on your Balance.

 

Minor Difficulty: -1 to Base Attack Bonus and Defense Rating. Area swarms with non-biting insects, dozens of pigeons are moving along on the ground, etc.

Moderate Difficulty: -3 to Base Attack Bonus and Defense Rating. Terrain is not flat—rocks jut out in many places, but rarely more than by five feet. Or, it is dark in the area, though not so dark you can’t see.

Major Difficulty: -5 to Base Attack Bonus and Defense Rating. Not only is the terrain not flat, but it’s also pretty dark; complete darkness; grease has been spilled all over the floor; or you’re on top of a slow-moving semi.

Insane Difficulty: -7 to Base Attack Bonus and Defense Rating. Floor is slippery and it is pitch black; you’re on top of a semi on an interstate highway.

 

Balance also aids you when you make Stealth checks (see Talents).

 

LEVEL –1: -Normal human balance. You gain no modifier to your Circumstance Penalty.

 

LEVEL 0: -You have good balance, but not perfect. People cannot succeed at tripping you when you walk by. You gain no modifier to your Circumstance Penalty.

 

LEVEL 1: -You never trip. Ever.

-Whenever you jump (and you can see the place you are jumping to), you always land on your feet, assuming no one hits or tackles you in mid-air.

-Combatants have almost no chance of tripping you.

-You gain a +2 bonus to your Circumstance Penalty.

 

LEVEL 2: -You don’t even have to see the surface you are jumping on to land on it perfectly, meaning you can jump backwards or off of walls with no difficulty.

-Even if someone hits or tackles you in mid-air, you still have an excellent chance of maintaining your balance (60-99%).

-Walking on a tight-rope would take only a bare minimum of concentration.

-Even if an explosion went off behind you, causing the earth to quake as you were fighting an agent, you’d still have a very good chance of maintaining your footing (50-70%).

-You can hang on to the ceiling of a small room as a method of hiding and getting the drop on an enemy. Your ability to hold yourself in place with very little support is impressive.

-You gain a +4 bonus to your Circumstance Penalty.

 

LEVEL 3: -You can land on one foot or hand without difficulty as you move.

-Being tackled or hit in mid-air usually has a less than 10% chance of messing you up.

-You can walk tight-ropes effortlessly.

-You can use moving people as stepping stones when jumping from point to point if you want to, often even if they are attacking you.

-An explosion going off behind you is only a bump in the road. You’d have to move and probably leap in that instance, but you could keep fighting, because you don’t have time for distractions.

-You can jump from moving car to moving car on a freeway with little difficulty.

-You never suffer a Circumstance Penalty.

 

ENDURANCE

The agent grabbed hold of Lancer’s throat and lifted him off the ground, a look of pure hatred on its face.

“You give me no choice, Mr. Copes.”

Lancer went head-first through the car’s windshield, shattering it completely. Before he could even get his bearings, the agent grabbed him by the legs and threw him in the opposite direction, directly into a brick wall. When Lancer landed, the wall had a massive crunch mark in it.

The agent straightened his tie, and waited for its human enemy to beg for mercy.

“Do you still want to do this the hard way, Mr. Copes?”

“Hard way,” Lancer repeated, in a confused tone, as he began to stand up. “You call that hard?”

-----

To put it bluntly, Endurance measures how much it takes to kill a character. Hackers, enlightened to the Matrix as they may be, are still mortal, and their enemies know it. However, to a practiced Zionist, the idea of mortality is a flexible one. After all—you’re not really being shot, are you?

 

Endurance also governs how much stamina a character has.

 

Endurance is the only discipline with 4 levels. The fourth level bestows the character with near-indestructibility, and is available only after the character becomes experienced in many other forms of Matrix manipulation.

 

Technical Data: Your Endurance determines your hit points (HP) and Fortitude Rating. Whenever you suffer damage, you lose hit points—but you subtract your Fortitude Rating from the damage dealt. Note that until you reach Endurance 4, you still take a minimum of 1 point of damage from bullets, explosions, fire, and other purely lethal forms of damage.

 

LEVEL –1: -You are an ordinary human.

-3 hit points, Fortitude Rating 0.

 

LEVEL 0: -You are over twice as hard to kill as an ordinary human.

-A blow from a burly (but ordinary) man would harm you, but your resilience would surprise the guy—you may not even be knocked down.

-You can go just as long and hard as a championship boxer, though you’ll need significantly more stamina to go head to head with an agent for any reasonable length of time.

-You can move at running speed (double normal foot-speed) for 3-5 rounds before you have to catch your breath.

-7 hit points, Fortitude Rating 0.

 

LEVEL 1: You are over three times as hard to kill as an ordinary human.

-That burly guy could do some damage—but not much. He could hit you ten times, and you’d still be good for a while. At any rate, he’d probably have to hit you with a chair to put you on one knee.

-A single bullet has only a small chance of killing you, assuming it doesn’t go straight into your brain or heart.

-You could box three championship fighters in a row, or all at once, and still have some energy left over when you finish.

-You can move at running speed for 6-8 rounds in a row before you have to catch your breath.

-10 hit points, Fortitude Rating 1.

 

LEVEL 2: Compared to an ordinary human, you are practically invincible.

-That burly guy’s punches are like those of a child. You could go all day with him and then some.

-An agent would probably have to hit you ten times before you finally went down.

-Bullet wounds to vital organs will still kill you, but a wound that hits only muscle and/or tissue would be mostly painful to you, and little else—after a few seconds, you could ignore it like it wasn’t there.

-Ordinary humans can barely hold a candle to your outrageous stamina. Even an agent would have a hard time wearing you down.

-You can move at running speed for 9-11 rounds before you have to catch your breath.

-13 hit points, Fortitude Rating 1.

 

LEVEL 3: Your fortitude is god-like.

-That burly guy is irrelevant. It’s like he’s not even there.

-If you fought with an agent, you could take almost as many hits as he could. Only with an especially well-placed blow could an agent knock you over.

-Even bullets aren’t guaranteed to kill you. You have a 60% chance of ignoring a bullet wound that would otherwise be fatal.

-If you ever get tired, it’ll only be because you’ve been utterly pummeled in ways you never thought possible. You have completely transcended human stamina, and are far beyond any normal human.

-You can move at running speed indefinitely.

-16 hit points, Fortitude Rating 2.

 

LEVEL 4 (Prerequisite: Awareness 3, Strength 3): -At level 4, you become close to indestructible. An agent had better bring his friends along, because it’ll take a brutal amount of physical punishment to even begin to wear you down.

-Falling off the top of a skyscraper and hitting the street below will harm you, but it will only be like a car running into you at about thirty miles an hour—you will be able to recover after a few minutes, though you will be hurting. If you were already badly injured when you fell, you may still die.

-20 hit points, Fortitude Rating 2. You no longer suffer a minimum damage of 1 from lethal effects, such as bullets and explosions.

 

ENERGY

The sky-scraper extended well above the rest of the city, and the wind whipped Lancer’s tie into his face at times. He didn’t want to think of what it would be like to fall off.

“I know what you’re thinking,” the man said, dressed in an elegant, shiny suit. “You’re thinking, how did an outdated program, of all things, defeat me?”

Lancer could just barely sit up. His pelvis and legs were broken.

“I’m not really sure either, to be honest,” the man said. “Luck, maybe? . . . Naw, there’s no such thing as luck here.”

“Why don’t you get it over with, and kill me? That’s what the Duke sent you up here to do, isn’t it?”

“That is correct. But I don’t get to meet people like you very often, and I like to have a nice chat before I part ways. But, as I was saying—“

Lancer kept his eyes on the man’s face as Locke moved in from behind, leaping through the air. Locke’s drop-kick struck the man right in his lower back, sending him flying.

Lancer watched the program’s body shoot over his own, twirling through the air. The top of the man’s head skipped against the edge of the building, breaking his neck horribly and cutting his angry scream short, before the body went plummeting downward, lifeless.

Locke’s kick had blown the man thirty feet out the other direction.

“That’s a shame,” Locke said. “That guy didn’t live quite long enough to feel what it would be like to fall all that way.”

“Get me to a phone, damn it!”

-----

Energy is a measure of your character’s ability to channel the additional reserves of power that he can get from both adrenaline and the force of his own thought in the Matrix. It is not the same thing as Strength—using Energy is to trigger a burst of power within your avatar in the Matrix.

 

Prerequisites For Energy 1: Awareness 2, Endurance 2, Strength 2

 

Technical Data: All characters move at a base speed of 15 feet per action (30 when running). Characters with higher Energy gain a bonus to this movement rate, as listed in each level. Furthermore, when a character with the Energy discipline jumps, the maximum length of his jump is enhanced by an amount equal to twice his movement bonus. For instance, if the character’s movement bonus is +5, then his jump bonus is +10.

 

In addition, characters with an Energy level of at least 1 can deliver power strikes. Whenever the character catches an opponent temporarily defenseless (even for a moment), unprepared, or hits him from behind, he can deliver a blow that deals additional damage, as listed in each level of Energy. A character may only use his power strike against a single opponent once during his turn—he cannot use a power strike more than once on the same target in a single turn, though he may use a power strike on a different target in the same turn, as well as continue attacking with normal blows.

 

At the GM’s discretion, the victim of a power strike may be thrown backward by the force of the hit, knocked down, or be given a Circumstance Penalty for a short period of time.

 

Take careful note that power strikes cannot be made with weapons of any kind, even melee weapons. They can be used only with unarmed attacks.

 

LEVEL –1: You can’t use Energy.

 

LEVEL 0: -You still can’t use Energy.

 

LEVEL 1: -You gain a +5 bonus to your movement rate.

-You deal +2 damage with your power strikes.

 

LEVEL 2: -You gain a +10 bonus to your movement rate.

-You deal +4 damage with your power strikes.

 

LEVEL 3: -+15 movement.

-+6 damage with power strikes.

-You gain miraculous cohesion. Your bones never break, and only people with Strength 3 and at least Energy 2 can knock you over when you are standing on level ground. A car that hits you at a speed of less than 45 mph will not knock you over—it’ll stop the car in place (although you’ll take normal damage).

 

EVASION

Locke turned around, watching the elevator.           

Pling. Pling. Floor 13, Floor 14. . .

Someone was coming to see him.

Locke drew his Glock pistols and waited.

The door opened. Out stepped the absolute nemesis of every hacker—perhaps every hacker that had ever lived.

“Mr. Locke, I presume,” Smith said, smiling. “The only hacker I’ve ever met with the nerve to use his real name. I respect that, Mr. Locke.” The agent’s accent on the word ‘hacker’ was one of disgust.

Locke had the pistols pointed right at him.

“Well, Mr. Smith—here’s what I think of your respect.”

Locke opened fire. The barrels of the pistols exploded with yellow-orange light as the bullets sped toward his target.

And then, it was like Agent Smith was in three places at once. He didn’t even move his legs—the top half of his body simply shifted from place to place, an impossibly fast blur.

34 bullets later, and the elevator was riddled with bullet holes. Smith, however, wasn’t.

“You’re right, Mr. Locke. My respect means nothing,” Smith said, cracking his fists in anticipation. “But then again. . . You mean nothing.”

-----

Evasion is a character’s ability to simply avoid attacks—the discipline goes beyond a combination of Agility and Speed, to an ability to simply dodge and weave at unbelievable alacrity. This alacrity comes from an enhanced comprehension of the Matrix that allows a character to move at the speed of thought—far faster than a bullet will ever go.

 

Prerequisites for Evasion 1: Awareness 1, Speed 3

 

Technical Data: A character with Evasion gains a bonus to his Defense Rating. This bonus always applies, unless the character is completely helpless, is caught completely by surprise, or is shot at point-blank range.

 

LEVEL –1: -You can’t use Evasion.

 

LEVEL 0: -You still can’t use Evasion.

 

LEVEL 1: -Defense Rating +3.

 

LEVEL 2: -Defense Rating +5 (overlaps bonus from Level 1).

 

LEVEL 3: -Defense Rating +8 (overlaps bonus from Level 2).

 

FLIGHT

Ion struggled feebly under the weight of the capture net that the soldiers had shot over him.

“Don’t kill him,” he heard one say. “Smith wants him alive. . . For interrogation.”

All right, Ion thought. I’ve had about enough of this.

Ion, capture net and all, shot into the air. As he flew into the night sky, he could hear the M-16s going off behind him.

-----

As any Zion freedom fighter would tell you, flying is a difficult thing to master. Few can move about the Matrix so freely that not even gravity affects them. The ability to fly is the mark of a highly skilled hacker.

 

Prerequisites for Flight 1: Awareness 1, Endurance 2, Speed 3, Strength 2

 

Technical Data: Flying confers a special bonus to your Defense Rating as listed with each level, provided you are aware that you are being attacked.

 

LEVEL –1: -You can’t fly at all.

 

LEVEL 0: -You still can’t fly.

 

LEVEL 1: -With a running start (2 actions), you can leap and then take off, soaring through the air at about thirty miles an hour.

-You can keep up this flight indefinitely, though you cannot exceed an altitude over 2,000 feet.

-If you are shot or badly wounded while you are flying, you have a 30% of losing your concentration and plummeting.

-You fly like a humming bird, though you cannot float—you will begin to fall if you stop moving, though you will be able to resume flying during the fall.

-If you don’t possess a Balance of at least 1, there’s no guarantee that you won’t take a hard landing when you come down.

-DR +0. You are not flying that fast.

 

LEVEL 2: -If you concentrate for a moment (1 action), you can simply take off. You can fly at about a hundred miles an hour.

-You can go to an altitude of 10,000 feet.

-If shot or badly wounded while flying, you have only a 5% chance of losing your concentration.

-You are capable of floating.

-Despite the blistering speed, you don’t take heat damage from terminal velocity as long as you still have your concentration with you. However, you have to slow down before you land, or you’ll splatter.

-DR +4.

 

LEVEL 3: -You can match speed with a jet if you wish, although flying this rapidly is disruptive to the world around you. At top speed, you blow out windows and create a wind-force like that of a tornado in your wake—you can exceed the speed of sound, which will obviously cause a lot of destruction if you are only flying ten feet off the ground.

-As long as you are unencumbered, you can begin flying almost at will at the rate described in 1. To fly any faster, you will have to spend one action preparing. If you want to fly at jet-speed, you will have to spend five actions.

-If you want to land, you can do so at any speed, though you have to concentrate heavily (six actions) before you land at maximum speed. You can inflict heavy damage to things you land on, though you’ll have a hard time aiming at anything much smaller than a car.

-Your amazing speed does not confer invulnerability to collisions. Smashing into a building at the speed of sound will be the end of you unless you have Endurance 4, and even then, you risk death (60% chance).

 

MATRIX WARPING

“Where is he?”

“We tracked him to this location,” the other agent said. “He has to be here somewhere.”

They looked around. The alleyway was empty.

“Perhaps the tip was bogus.”

“Impossible. I’ll contact Thomps—“

Agent Harris turned around to look at the opposite wall, and finally saw it—the words were lost in his mouth.

The Zionist was here, all right—coming right out of the wall for them, as if the concrete were made of hot, rippling butter.

The man leapt through the air before Harris could even move, leather jacket billowing in the wind, and struck outward, one boot for each agent’s face. Harris felt the mechanical equivalent of aggravation as the kick shattered his glasses and sent him flying backward through the air. First that woman on the clothesline—and now this.

-----

Matrix Warping is a highly advanced ability. Few in the history of Zion have attained any real skill in it—and those that did were often referred to as “The One.” It is the most primal of abilities—the power to bend the reality of the Matrix to your will.

 

Prerequisites for Matrix Warping 1: Telekinesis 3, GM’s permission (You may only take levels in Matrix Warping if your GM allows you to).

 

Technical Data: Matrix Warping works differently than other disciplines. Your level in Matrix Warping determines how many points you have to spend on Matrix Powers (MPs). Matrix Powers are special abilities that transcend the advantages given to you by lesser disciplines.

 

You can attain more levels in Matrix Warping than in other disciplines; up to 5. At the GM’s discretion, you may go even higher than that.

 

Matrix Power Points, as determined by Matrix Warping Level:

 

-1: 0

0: 0

1: 2

2: 4

3: 7

4: 11

5: 16

 

If your GM allows you to progress farther in Matrix Warping than Level 5, your total number of MPs increases by 5 for each additional level.

 

Your points can be spent on a wide variety of special enhancements and abilities (Matrix Powers). However, once you spend a point, you cannot un-spend it and use it on another Matrix Power. Unless otherwise noted, you cannot buy the same Matrix Power more than once. Some Matrix Powers have prerequisites.

 

Matrix Powers:

 

Absolute Defense

Prerequisite: Agility 2

Cost: 2 Points

Your opponents never gain additional bonuses to hit when they attack you from behind or flank you.

 

Alacrity

Prerequisite: Speed 3

Cost: 5 Points

You permanently gain an additional action on each round.

 

Annihilate Program

Prerequisite: Energy 3

Cost: 5 Points

If you succeed at a power strike against a sentient program, you can attempt to utterly destroy that program, forever erasing it. You momentarily “leap inside” of the program, overloading it with the force of your own willpower alone. Roll 1d4+1. If your result is more than the program’s Endurance, you have a 75% chance of destroying that program.

 

If you fail to destroy the program, you cause it only 2d6 points of damage, although it may still be forced to re-manifest somewhere else (if this occurs, you have no way of knowing whether you actually destroyed the program or not). In very rare cases, an attempt to destroy a program can instead simply disconnect it from the Matrix, causing the program to become free-willed. This can have untold consequences.

 

Programs that can become incorporeal, as rare as they are, are still subject to Annihilate Program if you can make physical contact with their incorporeal forms.

 

Boosted Corporeality Shift

Prerequisite: Corporeality Shift

Cost: 1 Point

The maximum number of rounds that you can spend in incorporeal form before having to wait for another hour increases by 1. Improved Corporeality Shift can be purchased multiple times for additional rounds.

 

Control Created Program

Prerequisite: Create Lesser Artificial Organism

Cost: 2 Points

Using force of will alone, the creator of an artificial organism or human can mentally will its creation to do its bidding. The creator must use 2 actions in the attempt and must make an ATD check. The program to be controlled must be within 180 feet and visible to the controller. The chance of success for the ATD check is reduced by 15% if the program is an animal, and by 30% if the program is a human. Extended periods of control over the same program gradually increase the controller’s chances of success, as he grows used to dominating the will of the program, and the program’s in-built defenses wear down against the constant effort exerted on it.

 

On a successful check, the controller can give one five-word, telepathic command to the program. The program is compelled to obey to the letter of the command. For every two actions above the minimum two that the controller uses in attempting to control the program, he may add five more words to the command. The more general the command is, the more an intelligent program can subvert the purpose of the command if it so desires. Programs of lesser intelligence are also more likely to misinterpret a command based on how broad it is. A command can be no greater than 25 words.

 

If the controller makes a second successful ATD check after a controlling attempt, at a –40% penalty, the program does not realize that it is being controlled. Otherwise, the program realizes what is going on, even if the attempt at control failed.

 

Control can only be exerted with this ability over programs that were created by the character. This ability grants no ability whatsoever to exert influence over programs that were created by the Matrix or another character with a creation ability.

 

Control Weather

Prerequisites: -

Cost: 4 Points

By concentrating deeply for three rounds, you can change the weather around you in a kilometer radius to change. You must make a successful ATD check to successfully alter the weather pattern in the Matrix. You can change the weather to one of the following conditions:

 

-Very cold temperature (Minor Circumstance Penalty, not negated by Balance)

-Moderate temperature

-Very hot temperature (Minor Circumstance Penalty, not negated by Balance)

-Raining lightly

-Raining hard/storming (a Minor Circumstance Penalty)

-Stops raining

-Snowing lightly

-Snowing heavily

-Hailing (a Medium Circumstance Penalty)

-Hailing violently (Major Circumstance Penalty, characters in affected areas suffer 1 point of damage per round).

 

If multiple characters with Control Weather work together and concentrate intently for five rounds, they have a chance of generating a tornado (-20% ATD check penalty) or even a hurricane (-40%). These conditions can have untold effects on the environment, but the characters cannot control a tornado or hurricane in any way once they have created it, except by negating it through another use of Control Weather.

 

Whenever a character changes the environment, agents immediately notice and will almost always investigate. Unless negated or changed by another character with Control Weather or a powerful programming entity, changes that a character makes to the weather remain for ten minutes before conditions return to the way they were before.

 

A single character may use Control Weather only three times per hour.

 

Corporeality Shift

Prerequisites: Energy 1, Regeneration 3

Cost: 5 Points

By using one action, you can instantly become corporeal or incorporeal. In incorporeal form, the physical world of the Matrix does not effect you in any way—you can move through any physical barrier, and all physical forces pass through you as if you weren’t there, inflicting no harm on you. However, just as the physical world has no effect on you, you have no effect on the physical world while incorporeal. Other incorporeal beings can interact with you normally, as if you were both still in the physical world. While incorporeal, you regenerate 2 hit points per round and are not subject to any Telekinesis ability.

 

You may only assume incorporeal form once every so often. Once you spend a total of 3 rounds in incorporeal form, you are forced to immediately return to corporeal form. Once this occurs, you cannot become incorporeal again for one full hour.

 

While incorporeal, you cannot return to corporeality if you are occupying the same space as another solid object. If you are forced to return to corporeal form, you are displaced out of the solid object.

 

Create Artificial Human

Prerequisites: Endurance 3, Create Lesser Artificial Organism, GM’s Permission

Cost: 5 Points

Using Create Artificial Human, you can create a program that emulates a human being. This human has an effective IQ of about 100 (or less, at the creator’s option), and can be of any age. The program’s height cannot exceed seven feet, and its weight cannot exceed 300 pounds. Regardless of the human’s size, all of its discipline levels are at –1.

 

The artificial human can have any conceivable physical features, though it cannot have features that do not exist in nature for humans (you cannot create any sort of monster or “mutant”). You can give it any clothing you want, or none at all.

 

Your artificial human, upon creation, has a random personality and mindset. Unless you furnish it with other lesser programs, such as some sort of identification and a wallet, it has no “place” inside the Matrix—it does not belong. Using the Control Created Program ability, you can gradually alter your artificial human’s mental state to your will, eventually instilling a “deeper purpose” in its existence. For instance, you may transform your created human into a soldier-type to help you on your tasks with extra firepower, or use the creation as a butler and door-man for some kind of house that you own inside the Matrix. There are limitless possibilities, and all of them can make the program's "place" inside the Matrix irrelevant, as far as your character is concerned.

 

The process of creation takes at least twelve hours, and requires a successful ATD check at a –30% penalty. A failed check indicates that the human never comes into existence, instantly dies or even disintegrates only moments after existence, is horribly warped, or comes into existence as nothing more than a steaming puddle of artificial protoplasm.

 

Creating an artificial human is an extremely strenuous, incredibly difficult activity that drains the creator’s stamina. It requires the creator’s full attention for the entire process, who in effect is willing new matter into being and giving it life and intellectual capability near his own, by all means a deific achievement. The creator suffers at least a –4 penalty to his Base Attack Bonus and Defense Rating for at least three hours after the creation (even if he failed to create anything). Creating more than one organism in a month-long period increases the time of exhaustion to at least a day, and has a good chance of causing the creator to simply collapse from exhaustion. Creating any more than that is highly dangerous and may lead to the creator’s untimely death.

 

The character’s exhaustion remains with him even if he leaves the Matrix.

 

High levels in Endurance and Regeneration, at the GM’s discretion, lessen these penalties, but never completely negate them.

 

Multiple characters with the Create Artificial Human ability can create beings of greater and greater power, artificial humanoids that may start with discipline levels near, matching, or even exceeding their creators’ in some cases. They may even give their creation abilities that are unique to it, possessed by no other being, even actual humans. However, even with multiple participants in the process, the exhaustion penalties remain the same for each collaborator, and it is amazingly difficult to develop an artificial human with any discipline scores above 0.

 

Note that agents seek out and terminate user-created sentient programs with extreme prejudice, regardless of how significant they are.

 

Create Lesser Artificial Organism

Prerequisites: Endurance 2, Create Lesser Program, GM’s Permission

Cost: 3 Points

Using Create Lesser Artificial Organism, you can create a single, sentient organism that is actually a self-automated program within the Matrix. This organism cannot be a human, smaller than a fly, or larger than a chimpanzee, and cannot have intellectual capabilities roughly beyond that of a dog or cat (in rare exceptions, such as that of the chimpanzee, it may be somewhat more intelligent than that).

 

The organism to be created must be a creature that occurs in nature. The creator cannot construct a creature of his own devising, nor can he build a mythical or monstrous organism. The creator must be familiar with what the creature is—if he has never seen an octopus in the Matrix before, he cannot create one. Under no circumstances can the creator build a robot or any other non-organic sort of life-form. The creator cannot give the creature any properties that are highly unusual or that it simply would not have (such as a dog with acidic saliva, an exploding rat, or a Doberman that can understand, or pretend to understand, simple mathematics).

 

The process of creation takes at least an hour, and requires a successful ATD check. A failed check indicates that the creature never comes into existence, instantly dies or even disintegrates only moments after existence, is horribly warped, or comes into existence as nothing more than a steaming puddle of artificial protoplasm.

 

Creating an organism is an unusually strenuous, highly difficult activity that drains the creator’s stamina. It requires the creator’s full attention for the entire process, who in effect is willing new matter into being and giving it life, an almost god-like achievement. The creator suffers at least a –2 penalty to his Base Attack Bonus and Defense Rating for at least twenty minutes after the creation (even if he failed to create anything). Creating more than one organism in a six-hour period increases the time of exhaustion to at least two hours, and has a good chance of causing the creator to simply collapse from exhaustion. Creating any more than that is highly dangerous and may lead to the creator’s untimely death.

 

The character’s exhaustion remains with him even if he leaves the Matrix.

 

High levels in Endurance and Regeneration, at the GM’s discretion, lessen these penalties, but never completely negate them.

 

Once the organism takes existence, it can begin at any stage of life, and has a normal life-span for its species. It cannot come into being with instructions or loyalty to its creator or anyone else, and may even have a random temperament, at the GM’s discretion. The creature behaves normally for its species.

 

Multiple characters that each possess this ability can pool their stamina and energy into creating organisms of greater size, though never any larger than an adult elephant.

 

Note that agents seek out and terminate user-created sentient programs with extreme prejudice, regardless of how significant they are.

 

Create Lesser Program

Prerequisites: Endurance 1, GM’s Permission

Cost: 3 Points

By concentrating for 3 full rounds (or more, at the GM’s discretion), you can create new matter in the Matrix. The “program” you create must be a non-sentient object weighing no more than 10 pounds, and can be no larger in size than 2 cubic feet.

 

If the program involves complex chemicals, machinery, or other details that have to be very specific for the object to function correctly (GM’s discretion), you must make a successful ATD check to create the item. A failed check results in either a complete failure to create the program, or the creation of a program that does not do what you want.

 

Examples:

 

-A plate of food, containing items of your choosing. If you succeed at an ATD check, you can specify that the food is a drug or contains a drug. You can also specify, without needing an ATD check, if the food is spoiled, fresh, frozen, or in some way unusual.

-An unloaded gun (with an ATD check).

-Enough ammo to completely fill any type of gun, so long as the ammo fits in the size and weight constraints of the program.

-Any type of liquid (if the program does not include a container for the liquid, then it immediately manifests in mid-air and spills to the floor in front of the creator).

 

You cannot create any item that you would not ordinarily know how to create by the standard, real-life method, or any item that you do not understand the inner workings of. If your character does not know exactly how a gun works, he cannot make one, though he can eventually learn with enough study and some practice, in both the Matrix and the real world. Likewise, he could not create a specific key or pass-card for a door unless he understood both how the key or pass-card worked, and what precise properties the key or pass-card would need to work properly (the second of the two requirements being highly unlikely, to say the least).

 

The GM retains final ruling on what the character can and cannot create with Create Lesser Program, regardless of what these rules say, though the GM should never allow the player to create an object of greater weight or dimension than specified.

 

Creating programs is a strenuous, difficult activity that drains the creator’s stamina. It requires the creator’s full attention for the entire process, who in effect is willing new matter into being. The creator suffers at least a –2 penalty to his Base Attack Bonus and Defense Rating for at least ten minutes after the creation (even if he failed to create anything). Creating more than 3 lesser programs in a ten-minute period renders the character completely exhausted, unable to undertake any strenuous activity for at least an hour. Creating more than 5 lesser programs in a thirty minute period doubles the time of exhaustion to at least two hours, and has a good chance of causing the creator to simply collapse from exhaustion. Creating any more than this is highly dangerous and may lead to the creator’s untimely death.

 

High levels in Endurance and Regeneration, at the GM’s discretion, lessen these penalties, but never completely negate them.

 

The character’s exhaustion remains with him even if he leaves the Matrix.

 

Multiple characters that each possess the Create Lesser Program ability can pool their stamina and energy into creating programs of exponentially greater mass and dimension, at the GM’s discretion. These combined attempts can never be used to create sentient programs. At least five characters working together can use this ability to construct a vehicle, at the GM’s discretion.

 

You cannot use Create Lesser Program to create a hard-line phone (a phone that can take you out of the Matrix), or to create a computer of any kind, even if you have help. You can use it to create cell-phones, calculators, or other electronic devices that do not have the capability to perform automated functions (actions without direct input from their user).

 

GM’s Note: Create Lesser Program is potentially one of the most powerful abilities that any character can possess. Be very careful what you allow players to create. Very, very few characters will be able to construct even a simple firearm or explosive, and none will be able to do it without extensive training.

 

Energy Resistance

Prerequisites: Endurance 2

Cost: 2 Points

You suffer only half damage from fire, electricity, acid, and freezing effects, as well as a wide variety of other environmental hazards, at the GM’s discretion.

 

Enhanced Aim

Prerequisites: Agility 1, Balance 2

Cost: 1 Point

You gain a permanent +1 modifier to your Ranged Attack Bonus.

 

Greater Awareness

Prerequisites: N/A

Cost: 1 Point

Your chance of successful ATD checks increases by 10%. Greater Awareness can be purchased up to 3 times.

 

Greater Cohesion

Prerequisites: Endurance 3, Energy 3

Cost: 3 Points

Your Fortitude Rating permanently increases by 1.

 

Greater Endurance

Prerequisite: Endurance 4

Cost: 1 Point

You permanently add 1 hit point to your maximum total. Greater Endurance can be purchased multiple times.

 

Greater Morphing

Prerequisite: Morphing

Cost: 2 Points

You can assume the exact form and voice of any humanoid that you have seen in the Matrix during the last hour. You must actually see the person, not just a photograph or video footage. Assuming this person’s form counts toward your allowed total of two alternate forms.

 

Greater Program Control

Prerequisite: Control Created Program

Cost: 4 Points

You can exert your influence over any sentient program in the Matrix, not just ones that you created. To attempt control over a program that you did not create, you make an ATD check with a –45% penalty (or more, at the GM’s discretion).

 

Programs that you did not create do not become less resistant to your domination over time. No matter how often you exert control over them, it remains just as difficult to control them as the first time you attempted it, if not more.

 

Invisibility

Prerequisite: Morphing

Cost: 2 Points

By spending your full turn in concentration, you can become visible or invisible to the naked eye. Infrared and thermal vision can still pick you up. Only your body and clothing become invisible; any weapons that you have remain visible, as they are not an actual part of your Matrix avatar. Touching or being touched by a human or sentient program while invisible immediately makes you visible again.

 

You cannot be invisible and incorporeal at the same time.

 

When invisible, a character gains +4 modifiers to his Melee Attack Bonus and Defense Rating.

 

Matter Transcendence

Prerequisite: -

Cost: 2 Points

You gain the ability to pass through solid matter as if it wasn’t there. After concentrating for 1 action, you can make a running start at a solid surface (usually a wall) and pass completely through to the other side, without damaging the surface at all. The thickness of the wall is irrelevant, although it will take you longer to run through it based on the thickness. You are not capable of traveling straight downward or upward with this ability; only forward. You cannot stop while you are inside the object or if you occupy the same space as it; if you do, you are forcefully ejected from the object in a random direction.

 

Morphing

Prerequisite: N/A

Cost: 4 Points

By spending 2 actions, you can alter your appearance in the Matrix so greatly that you appear to be a completely different person. You can transform into any gender, change your anatomy (though you cannot enlarge or reduce yourself by more than 10% of your normal height, grow or remove limbs, or gain any physical benefits or abilities that you do not already possess), and alter your voice.  You cannot use Morphing to specifically impersonate anyone else. At best, you can transform yourself into someone who looks sort of like the person you are attempting to impersonate. Furthermore, you cannot morph into anything besides a humanoid—you cannot become an animal, or an inanimate object, for instance.

 

If you choose to maintain your morphed appearance in combat, you must give up one of your actions each round in order to do so. If you are damaged during combat, there is a 60% chance that you will instantly revert to your normal appearance.

 

For every visit to the Matrix that you make, you can only assume a maximum of two different forms. Each time you leave and re-enter the Matrix, you can select two completely new forms if you wish. You do not have to choose which forms you take ahead of time, but you can never have more than two, not including your normal appearance.

 

Whenever you are incorporeal, you cannot assume any other form.

 

Open Programmer Door

Prerequisites: Portal Manipulation

Cost: 3 Points

Programmer Doors are special gateways that to most users of the Matrix appear normal. However, anyone with an Awareness of 3 can see the door’s unusual “aura” of code, indicating its special nature. If such a character also has the Open Programmer Door ability, he can potentially use the door to access the Inner Hallway, a network of such doors that lead to dozens of important locations throughout the Matrix.

 

However, Programmer Doors often only function with their true purpose under a very specific set of conditions, and for only a very short period of time. This is because the Inner Hallway is an extremely important place, as its most knowledgeable and experienced users can find their way to the Architect through the Inner Hallway, though this is difficult even for them.

 

The conditions that must be met for a Programmer Door to function correctly are the Game Master’s responsibility to decide.

 

Characters that possess the Open Programmer Door ability can choose to completely ignore Portal Manipulation effects that have been set on doors, moving through them normally.

 

Portal Manipulation

Prerequisites: Matrix Warping 3

Cost: 4 Points

You are capable of altering any ordinary doorway in the Matrix so that it leads to a predetermined location. You select this location after you have entered the Matrix. After that, you cannot change the location until you leave and re-enter the Matrix again. The location that you choose must be one that you have visited within the last month.

 

After using 3 actions to concentrate on a door within fifteen feet of yourself, you make an ATD check with a +15% bonus. If successful, you alter the door so that opening it from one side (your choice of which) will lead to your predetermined location. You may only alter a door in this way once per hour. A manipulated portal remains altered for one hour.

 

You may use an ATD check at a –10% penalty to return a door’s properties back to normal. You must be within fifteen feet of the manipulated door, and you spend 2 actions in concentration when you use the ability for this purpose. If successful, the door returns to normal, leading you to the adjoining area, just like any other door. You may only use this form of Portal Manipulation three times per hour.

 

Only solid doors with no windows or holes are subject to Portal Manipulation. You may not use Portal Manipulation on any sort of entryway that is smaller than a standard door. Furthermore, you may not use Portal Manipulation on Programmer Doors.

 

Potent Attack

Prerequisites: Energy 3, Strength 3

Cost: 3 Points

Your unarmed attacks do 1 additional point of damage.

 

Speed Attack

Prerequisites: Speed 3

Cost: 2 Points

If you devote all of your actions in a round to making melee or thrown weapon attacks, and nothing else, you may then take a -2 penalty to your Melee Attack Bonus in exchange for another action on your turn. This additional action may be used toward any activity that you choose, not just attacking.

 

Strength Burst

Prerequisites: Energy 1, Strength 3

Cost: 3 Points

If you give up all of your actions on your turn except for one, you can use that action to perform a tremendous feat of strength. If you use the action to make a melee attack, your Melee Attack Bonus and damage both gain a +4 modifier. Your strength is at least thirty times that of an ordinary human—you could move through a brick wall as if it were made of Styrofoam; you could leap an incredibly great distance; if a group of football linebackers tried piling onto you, you could move through them as if they weren’t there. What exact sort of capabilities that a Strength Burst would give you is up to the GM, though the capabilities would undoubtedly be amazing.

 

REGENERATION

“This is Squad Foxtrot. It’s a mess down here—we have confirmation of tangos in—”

Lieutenant Franklin’s body suddenly bulged and warped in a distinctly grotesque manner, and within seconds, Agent Harris was standing in his place.

The ball-room, as Harris expected, was a war zone. Slaughtered government troops lay everywhere, amidst broken tables and chairs, bullet-ridden walls, and shattered glass.

Harris took out a cloth from his breast-pocket and rubbed his shades as he spoke.

“You don’t have to hide from me. I know you’re all in here.”

Tyche came out from behind one of the marble pillars holding up the room—the pillar was pock-marked with bullet wounds. Tyche had one herself—right in the stomach.

“You’ve been shot,” Harris said, as if he cared. He put his shades back on.

Tyche smirked. “Ain’t the first time.”

“And it won’t be the last,” Harris added, as he went for his Desert Eagle.

-----

Regeneration measures a character’s ability to miraculously recover from wounds that would be severely painful and disabling, if not fatal, to normal humans. This ability is a must for hackers who may need to spend a lot of time in the Matrix during their missions, or that expect to get beat up from time to time.

 

Prerequisites for Regeneration 1: Endurance 2. For Regeneration 2, you need Endurance 3, and so on.

 

LEVEL –1: -Being that you are a normal human, you don’t “regenerate” in any way that is the least bit spectacular.

 

LEVEL 0: -You gradually recover from physical blows over a sustained period of time in the Matrix, regenerating 1 hit point every 2 hours. However, your injuries heal normally—a broken bone will still take weeks to mend, and a bullet in the leg will still make it difficult to walk.

 

LEVEL 1: -You regain 2 hit points per hour.

-After every two hours of inaction, you heal any one of your injuries (you select which one). For instance, if you have a broken bone and a bullet wound, you select which of those two injuries is to be repaired.

 

LEVEL 2: -You regain 4 hit points per hour.

-You can spontaneously recover from your wounds. You can spend three actions to heal one injury or restore 2 hit points. You can only spend 20 actions in this way for each chunk of time you spend in the Matrix—in other words, once you spend those 20 actions, you have to leave the Matrix and come back again before you can regenerate like that again (note that you will be fully healed when you leave and re-enter the Matrix, regardless).

 

Visual evidence from spontaneously regenerated wounds stays until it heals at the normal human rate. You will still have bullet holes and the like in your body until then, although they will not hurt (your bones do not heal normally, mending whenever you regenerate the injury to them).

 

You cannot spend actions on spontaneous regeneration if you are in the middle of combat.

 

LEVEL 3: -The amount of actions you can spend on spontaneous regeneration increases to 40. You can spend up to six of those actions at any time, even in the middle of combat.

-If you maintain physical contact with another person in the Matrix, you can also spontaneously heal them in the same way that you do yourself. You spend actions on regenerating them just as you do, and actions that you spend in this way count towards your allowed total of 40.

-If you have all 40 of your actions remaining, you can resurrect yourself or another person from death by using all of them. In order to do this, most of the body must remain intact—if you were hit by a train or killed in a massive explosion, you are permanently dead.

 

There is a 50% chance that your resurrection attempt will not work, in which case, all your available spontaneous regeneration actions are still spent.

 

You have to maintain physical contact with the person to be resurrected. The resurrection does not regenerate lost limbs or other visible physical damage, but a resurrected person will not bleed to death from wounds sustained before the resurrection. You can’t resurrect a program.

 

You can’t resurrect someone else while you are engaged in combat.

 

-You never bleed to death.

 

SPEED

The soldiers closed in from every imaginable direction, some wielding combat knives. Ion leapt straight up, kicking two in the chest as he came down. As he landed, he slid into a crouch and tripped another before balancing himself on one hand and delivering a superhumanly powerful kick to a fourth soldier’s groin. He rose back to his feet in an instant, backhanding a man that was coming up behind him and head-butting another that was facing him.

The seventh man almost got to within striking range before Ion’s open palm struck into his throat like a knife, sending him reeling. Ion kicked the pistol out of the eighth soldier’s hand even as he drew it, before using the same leg to pummel the man in the chest and stomach.

Ion kicked a soldier in the face as he tried to get up, and then all was done. Eight of the government’s finest lay fallen before him, incapacitated.

That was a fun five seconds, he thought.

-----

Speed is quite possibly the most important discipline—in the Matrix, you aren’t limited to the less mundane physical movement that unenlightened humans are restricted to. You can go just as fast as you can think to go. An exceptionally quick freedom fighter can lay waste to an entire platoon of the agents’ best minions in a matter of seconds.

 

LEVEL 0: -You can take three actions on your turn.

 

LEVEL 1: -You can take four actions on your turn.

 

LEVEL 2: -You can take five actions on your turn.

-If you have a Balance of 2 or more, you can run across walls for a length of ten feet at a time just as if you were moving on flat ground. At the end of the ten feet, you land back on the ground. You can move any direction on the wall.

 

LEVEL 3: -You can take six actions on your turn.

-You can move along walls just as in 2, but for a length of twenty feet.

 

STRENGTH

The three agents strode forward, confident that they finally had the hacker where they wanted him. The hacker simply stood there, his hand resting on the parking meter.

“You guys just don’t get it, do you?”

The agents stopped for a moment. One even cocked his head.

“You just can’t beat me.”

“Your termination is a foregone conclusion, Mr. Locke. It is inevitable.”

It didn’t take long for the agents to see where this lanky, bald terrorist got his confidence from. The hacker simply grabbed the parking meter with both hands and pulled it out of the side-walk.

The first agent attacked immediately. Locke wielded the parking meter like it was made out of Styrofoam, parrying the agent’s every blow, until at last he got his chance, and speared the agent in the gut before hammering down on his head. The agent’s skull caved in like it was a ping-pong ball, and the agent transformed back into a soldier—albeit a dead one.

The next two agents, irritated looks on their faces, came at him, and Locke was ready.

-----

Strong characters aren’t just mighty—they can achieve terrifyingly powerful feats of strength. With a superior strength, you can put a hurting on just about anything—from an agent, to a car door, or even a brick wall. It comes in handy.

 

Technical Data: You receive a bonus to your Melee Attack Bonus (MAB) and the damage you inflict with melee attacks according to your Strength level. Your Strength also determines the base distance you can leap, which is further augmented if you possess levels in Energy. Note that these bonuses also apply to objects and weapons that you throw.

 

LEVEL –1: You suffer a –1 penalty to your MAB and melee damage (you always inflict a minimum of 1 point of damage). Human weakling.

-You can leap five feet in any direction, maybe ten if you get a running start.

 

LEVEL 0: -You gain no modifiers to your Melee Attack Bonus or damage.

-You can leap five feet in any direction—fifteen if you concentrate or get a running start.

 

LEVEL 1: -You gain a +1 bonus to MAB and melee damage.

-You can punch through a car’s window almost as if it were not even there.

-You can leap ten feet in any direction—thirty if you concentrate or get a running start.

 

LEVEL 2: -You gain a +2 bonus to MAB and melee damage.

-Your blows can smash bricks.

-If you swung a stop sign at someone, something that is easily within your power to do, you could probably cleave them in half.

-You can leap twenty feet in any direction—sixty if you concentrate or get a running start.

-Car windows are nothing. With a good strike, you can punch through the car’s roof or hood, and with a second strike, you could punch through a door.

-By mustering up the full force of your strength on your turn (preparing with 3-4 actions), you stand a good chance of breaking through a brick wall.

 

LEVEL 3: -You gain a +3 bonus to MAB and melee damage.

-You could throw a stop sign through the air like Sammy Sosa hits baseballs—maybe even a little farther. When it comes into contact with whatever you threw it at, it’ll probably go through a car and generally cause a big mess.

-You can leap thirty feet in any direction, ninety if you concentrate or get a running start.

-If you have to, you can simply rip a car door completely off. If you focus and concentrate intently during your turn (5 actions), you can probably pick up a car.

 

TELEKINESIS

The two soldiers waited patiently from around the corner, the stink of the sewer all around them—why did Smith send them down here, anyway? No terrorist, no matter how insane, would have a hideout in this dump. Boley thanked God that he had a gas mask on.

And then he heard something. Making a motion with one gloved hand, he indicated to his partner that he was going around the corner to check it out.

He rounded the corner and spotted Ion immediately, who was coming straight for him. Boley fired a burst of 9mm fire, expecting to see the terrorist fall in a bloody heap.

Ion simply held his hand up, and the five bullets stopped in mid-air, as if under his command.

Lieutenant Boley couldn’t believe what he was seeing—every rule of physics had just been violated, and this guy didn’t make it look that hard.

Boley didn’t have much time to ponder it all. The bullets came shooting straight back at him, pounding his body armor. Boley fell in the water behind him, bewildered, but still alive.

He could tell his partner wasn’t sure of what was going on, and he wanted to say something—but it was all too much. Leiland rounded the corner, gun raised, and took a sharp kick to the chest.

Boley watched as Leiland flew into the wall ten feet behind him, and didn’t get up.

Within seconds, Boley came to his senses, and tried to climb out of the water, but Ion already had a Colt .45 pointed at him.

“What. . . What are you?”

“Not important. But I wouldn’t mention this to anyone, if I were you. Your boss and I don’t get along.”

-----

Prerequisites for Telekinesis 1: Awareness 3, Level 2 in at least three other disciplines

 

LEVEL -1: -You can’t use Telekinesis.

 

LEVEL 0: -You still can’t use Telekinesis.
 
LEVEL 1: -By giving up three of your actions for the round, you create a field of invisible force anywhere within five feet of your current position. This field can be of any rectangular shape, so long as its size does not exceed 36 square feet. The field stops all bullets, throwing knives, and any thrown or launched object weighing less than 30 pounds. The field has no effect on melee attacks, explosive force, fire, or other non-solid physical effects.
 
Once created, the field remains for 2 rounds. On each round after you have created the field, you can expend three more actions on your next turn to keep it in existence for 2 more rounds. You cannot create more than one field at the same time. Only one side of the field is effective; those not on the side that blocks physical effects are not hindered in any way by the field.

 

-You can generate a telekinetic force by using 1 action. Using this ability, you can “grab” any object weighing 10 pounds or less that is not being held by someone else and is within 20 feet, and move it at a speed roughly equal to that of a thrown weapon if you so desire (and therefore inflict thrown weapon damage with it). Alternatively, you can generate a telekinetic force against a person or object that deals 1 point of melee damage. 

 

LEVEL 2: -The maximum size of your field increases to 100 square feet, and the range at which it can be created increases to 10 feet. Unlike a Level 1 force field, it also provides some measure of protection against any kind of force effect (such as an explosion), increasing your Fortitude Rating by 2 for purposes of resisting the damage. Even if you are damaged, the explosion will not knock you over.

 

At your option, you can specify that your force field deflects objects rather than just stopping them. Deflected objects immediately turn to a random trajectory once they reach the force field, moving in that direction at equal velocity (this trajectory is always away from the force field). Each deflected object has a roughly 20% chance of hitting someone else. If the deflected object threatens to hit another person, the GM makes an attack roll with a +4 bonus against that character’s Defense Rating to determine a hit.

 

-Your telekinetic “grabbing” ability increases in potency. You can now grab any object weighing 25 pounds or less that is within 30 feet. If you generate the force against a person or object, you inflict 1d3 points of damage, and automatically knock over any opponent with a Balance of less than 2.

 

LEVEL 3: -The maximum size of your field increases to 225 square feet. Furthermore, you can specify a cube-like shape for the field. In other words, you can create the force field around yourself or another person or object, effectively using it to encircle them and provide complete protection from all sides.

 

At your option, you can specify that the force field reflects objects, rather than simply stopping them (you can also give it the deflection ability as described in 2 if you wish). Reflected objects immediately reverse their trajectory and threaten to hit their origin point (almost always an opponent). If the opponent has moved since he launched the object, the object does not follow him to his new position. Use the rules for deflected attacks to determine whether the opponent is hit or not.

 

If you give your force field the reflective property, it can only have a maximum size of 64 square feet.

 

-Your telekinetic grabbing ability becomes even more powerful. You can grab any object weighing 50 pounds or less that is within 50 feet. If you generate the force against a person or object, you inflict 1d4+1 points of damage, and automatically knock over any opponent with a Balance of less than 3.

 

-At this level of Telekinesis, you can concentrate for 1 full round, and then spend three actions on the next round, to stop or move any object or person that weighs less than 3,000 pounds that is within 150 feet. No matter what the object’s velocity, you can cause it to completely stop and remain in place, even in mid-air. Note that this does not dampen the effects of inertia; stopping a car that is going 60 miles an hour will cause un-belted passengers to fly out the windshield, for instance.

 

Once you have the object or person under your control, you can either move them 30 feet in any direction that you want by spending 1 action, or focus physical energy on them that will eventually become great enough to crush them. In either case, victims of this ability gain an ATD check with a +20% bonus to resist the telekinetic force. If they fail, they move as you desire. When you crush them, they take 1 point of damage, and cannot move.

 

If you are damaged or otherwise distracted while you are using this form of Telekinesis, your control over the person or object immediately ends.

 

Multiple characters with Telekinesis 3 can all work together to crush the same object or person at an exponentially faster rate of damage, at the GM’s discretion.

 

TALENTS

“That’s a nice trick.”

 

Talents aren’t quite as important as disciplines, but everyone has talents, and they do come in handy. . . Often where disciplines do not and cannot. There are thirteen talents:

 

Alertness

Charisma

Craft/Profession

Driving

Education

Intimidation

Language

Matrix Lore

Medicine

Stealth

Street Smarts

Thievery

Zion Politics

 

You have 18 points to spend on the various talents. You may begin play with no more than two talents that are rated “Exceptional.” Point costs for talents:

 

0 Points: Poor (-7 Modifier To Checks)

1 Point: Below Average (-3 Modifier To Checks)

2 Points: Average (+0 Modifier To Checks)

3 Points: Above Average (+3 Modifier To Checks)

5 Points: Exceptional (+7 Modifier To Checks)

 

Talent Checks: The GM usually sets a number that the character needs to get on a twenty-sided die roll in order to accomplish something with a particular talent. Here are some guidelines for setting difficulties:

 

3-6: Effortless. This is something that almost any character could do, unless they suffered from extraordinarily bad luck.

9-11: Mildly challenging. There is a chance for failure for most characters, though anyone with a reasonable talent can almost always succeed.

14-16: Challenging. Though highly talented characters can do this, even they fail around a third of the time, sometimes more.

19-21: Highly challenging. Even the most talented character stands a good chance of failure.

24-26: Near impossible. Even the best will almost always fail.

27+: All but impossible. Generally, only a natural 20 on the die roll will result in success, meaning that failure occurs 95% of the time.

 

A natural 1 on the die roll is always a failure, regardless of the character’s talent. A natural 20 is always a success, likewise.

 

If a character rolls a natural 1, and his rating in the talent is Poor, then his failure is disastrous. If the character rolls a natural 20, and his rating in the talent is Exceptional, his success is phenomenal.

 

And now, for the talents:

 

ALERTNESS

“Why do my eyes hurt?”

“You’ve never used them before.”

 

This is your ability to notice what’s going on around you in the Matrix—including things that other people don’t want you to notice. This talent can be enhanced by the Awareness discipline, though a person with Poor Alertness and Level 3 Awareness is probably just going to see lots of things that he thinks nothing of until it’s too late.

 

You use Alertness to detect people who are trying to avoid your notice. To make an Alertness check, you add your Alertness modifier and an Awareness modifier (+2 per level of Awareness) to your roll. If your result is higher than their opposed Stealth check, you detect their presence.

 

Poor: “You need to snap out of it and pay attention, buddy. What is with you? I hope you know you’ve got work to do—and it pays to pay attention to what you’re doing.” OK, so maybe you want to pay attention, but that Attention Deficit Disorder never seems to go away. You may not be totally unreliable for watching someone’s back, but no one in their right mind ever asks you to do it.

Below Average: You do your best, which isn’t very good, but hey, every once in a while you’ll catch something that Neo missed (he’s over-rated, anyway—or so the commander says).

Average: You’re not the sharpest nail in the wall, but you’re good enough.

Above Average: “Hey—you’re not too bad to have around, kid. Keep those eyes open, and they might see something interesting one of these days.” You may be paranoid, or just careful; whatever it is, you’re observant. You commonly detect that which others miss.

Exceptional: People can’t figure out how you always see it coming before they do. It’s almost disturbing, the way you pick up on things.

 

CHARISMA

“You’re cuter than I thought. I can see why she likes you.”

“Who?”

“. . . Not too bright, though.”

 

Your Charisma is a measure of how likeable you are and how forceful your personality is. This carries weight among both the humans in Zion and those in the Matrix. Your Charisma is also a measure of how much control you have over what your residual self-image looks like (your avatar in the Matrix).

 

Poor: All around, you’re pretty much ugly and meek. No one stops to listen to what you say, and to put it bluntly, no one’s interested in having sex with you. You have no control of what your avatar looks like—it probably looks just as you do outside of the Matrix, minus the implants. It will never look attractive. Sometimes, you end up with “normal” clothing in the Matrix—a t-shirt and jeans.

Below Average: Some people pay attention to you, but not many. You’re not exactly ugly, but you’re not really fun to look at, either. Your avatar probably has the haircut of your choice, and comes standard with a fairly nice jacket. Big whoop.

Average: People listen to you, and many like you, but they’re not especially compelled to do either. You typically enter the Matrix wearing the clothing of your choice. Police officers that you meet can tell that there’s something different about you.

Above Average: You’re a smooth one. People tend to like you quite a bit more than they like other people, and somehow, you always look sharp.

Exceptional: You have a style all your own—one that sticks out, and for the better. People can’t seem to take their eyes off you, and pay you respect that you didn’t earn. If you wanted to, you could run around the Matrix and score hot dates, though you’ve got better things to do, as your captain is sure to remind you.

 

CRAFT/PROFESSION

"The time has come to make a choice, Mr. Anderson. Either you choose to be at your desk on time, from this day forward, or you choose to find yourself another job. Do I make myself clear?"

 

While you were good with computers, that may have just been a heavy secondary interest, or what you did with every spare moment. You also had a job that paid money. But how good were you at it? Having a unique profession can come in handy—you know certain people that may at times be able to help you, and you may have unusual skills.

 

Poor: You skipped from job to job, usually lasting no more than two weeks at a single one. You sucked at what you did for a living, or you just didn’t care.

Below Average: You did your best—but it was always the other guy who got the promotion.

Average: If you stuck it out, you might’ve made something of yourself in the profession. Or, you might not have. Who knows? It’s behind you now, anyway.

Above Average: The boss liked having you around. And you liked the money.

Exceptional: A star was born in you, as far as your day job went. You could’ve made the big money.

 

DRIVING

You told me never to get on the freeway. You said it was suicide.”

“Then let us hope that I was wrong.”

 

How good you are at driving a car, or any vehicle. In a car chase, this might come in handy. Note that you can “download” the ability to drive any vehicle, though you can’t download the ability to drive it well—nothing beats learning through experience. A high Agility also augments your driving skills—when you make a Driving check, you add 2 points to the roll for every level of Agility that you have.

 

Poor: “Have you even seen a steering wheel before? Listen, this is ridiculous. I’m hailing a cab.”

Below Average: You learned how to drive—you may have had to take the driver’s test a couple of times before you passed—but you just don’t seem to be a person who was meant for the gas pedal. Before Morpheus showed you the Big Picture, you had already crashed your car a couple of times, in accidents that were your fault.

Average: You can drive. If someone doesn’t like how you drive, you usually give them the finger, because you know you’re doing it right, and they aren’t.

Above Average: You probably experimented with how fast that pickup truck could actually go a few times; and maybe you even risked your life in the process. The end result is that you’re not too terribly intimidated by the idea of three squad cars tailing you down the highway.

Exceptional: You can drive like a racer if you want to—maybe you just have a natural affinity, or maybe you have experience in that sort of thing for some reason. The point is, you’re damn good at it.

 

EDUCATION

“Still using all the muscles except the one that matters?”

 

How much schooling you got, and/or how much you bothered to learn on your own. A character with a high Education may find everything he knows to suddenly be irrelevant, given the revelation that he’s been living in a fish-tank his whole life—but it pays to know what’s going on, even in a fake world.

 

Poor: No one seems to know how you made it out of the 1st grade. You just don’t know a damn thing about anything.

Below Average: You may have gone through school, but you weren’t paying attention. Simple math is usually no problem—but you like to stay away from multiplying fractions and anyone who says words that end in “ology.”

Average: You pulled Bs, and maybe even went to college. That being said, you generally know what you’re talking about, though there is that occasional subject that eludes your understanding.

Above Average: You graduated from college with honors. People find your superior knowledge to be both helpful and annoying—after all, no one likes a know-it-all. Anyone who bests your comprehension of a subject embarrasses you.

Exceptional: Elementary, my dear Watson. You probably went to an Ivy League school, and perhaps even further than that. Obviously, you picked something up along the way.

 

INTIMIDATION

“Touch me, and that hand will never touch anything again.”

 

Your ability to get people to do things that they wouldn’t ordinarily do for you—out of fear of what you might do if they don’t. Your ability to intimidate others might come from the way you yell when you’re angry, or simply how you carry yourself.

 

Poor: “Seriously, is that supposed to be some kind of joke? ‘Or you’ll beat me up?’ I’ve eaten little snots like you for breakfast.” People can usually tell that you mean what you say, but they see no evidence to suggest that you have any capability or actual will to follow through on your words.

Below Average: On a rare occasion, you might be a little scary. But there are scarier things than you out there, and most of them have more influence to begin with.

Average: You may have been in a few good shouting matches in your life, and perhaps you even won occasionally.

Above Average: You look nasty, you talk nasty, and you damn well mean what you say. So listen up.

Exceptional: Even agents sometimes find your bravado perplexing enough to consider for a moment, though they are generally unafraid of humanity.

 

LANGUAGE

“Don't you love the French language? I have sampled every language, French is my favorite. Fantastic language. Especially to curse with. Nom de dieu de putain de bordel de merde de saloperie de connard d'enculé de ta mère. It's like wiping your ass with silk, I love it.”

 

This is a measure of your character’s vocabulary, his mastery of the English language, and his knowledge of other ones. Yes, there are people speaking different languages in the Matrix.

 

Poor: It’s a wonder you even learned to speak English, because you can’t even spell ‘articulate,’ let alone do it.

Below Average: You stay clear of spelling bees, but you know plenty of English. You avoid reading End User License Agreements, however.

Average: You know how to say what you want to say, and you may be able to say several things in other languages.

Above Average: You’re very knowledgeable in the English language, and you can probably speak one or two other ones.

Exceptional: You almost certainly know four or five languages, maybe more. Out of those, you know about three of them like the back of your hand.

 

MATRIX LORE

“We're not here because we're free. We're here because we're not free. There is no escaping reason; no denying purpose. Because as we both know, without purpose, we would not exist.”

 

There’s the fake world, the real world, and then the world within the fake world. The Matrix isn’t just about humans vs. the agents—there are many forces at work. Knowing of them and understanding them is key. Characters with a high Matrix Lore are students of the Oracle, and are well aware of the prophecy of the One, even if they don’t advocate it. Furthermore, they know about the “exiles,” the outdated programs that have become free-willed, and what they’re all about. Sometimes, when the Oracle tells them things, they even understand what she’s saying.

 

Poor: “Holy shit! Did you see that? How did he. . .?” Most if not all of the disciplines you’re capable of came to you naturally. You have no idea how they work. Furthermore, you don’t understand how an agent can take that many blows, or why everyone places so much faith in that hokey Oracle.

Below Average: You’re not clueless, but you don’t get it yet. Blind faith in what you’re doing is probably your main motivation, because it seems like the only real thing to do at all.

Average: You know why you’re doing what you’re doing in the Matrix, but the big picture still eludes you. You know that the Oracle’s trustworthy, and that she’s worth listening to—well, maybe. But what’s the natural conclusion to all this?

Above Average: You know about all the prophecies, and have your own educated opinions about them. You are aware of forces beyond the obvious in the Matrix, though they quite often remain mysterious, despite your curiosity. Occasionally, the Oracle makes sense to you when she’s talking.

Exceptional: It’s almost all within your grasp now. The fathomless inhumanity of the Architect, the anomalies disguised as natural occurrences, and at least some of the Matrix’s history—perhaps extending back to the last version. Though you’ll likely never meet the Architect or the Keymaker, you know enough to believe that they are very real, and you have a true sense of purpose.

 

MEDICINE

“Am I dead?”

“Far from it.”

 

How skilled you are in mending injuries and curing ailments—and how much you know about that sort of thing in general.

 

Poor: “CPR? What’s that stand for?” If someone breaks something, they can’t count on you for help.

Below Average: You may have taken a CPR course in your life, but you don’t really remember it at all. If one of your team-mates takes a bullet, there’s very little you can do about it. . . At least, without killing them in the process.

Average: You know CPR and First Aid, though it’s not your profession at all. If someone says that they can’t feel their right leg, you can only guess why.

Above Average: You’re probably something of a physician. You may have actually learned the medical arts while in Zion, as many take training in it (there is a war on, after all), and there’s little time for such things when you’ve been busy messing around with computers for most of your life. You know what to do in a wide variety of medical emergencies.

Exceptional: The brain surgeon is in the building. Your understanding of medicine is masterful, and you’re helpful to have around when someone flat-lines. 

 

STEALTH

“There's a difference between knowing the path and walking the path."

 

Your ability to move about without attracting attention, and to go unseen. Having both a high Stealth and Balance can make you virtually undetectable.

 

When rolling a Stealth check, you add both a Balance modifier (+2 per level) and your Stealth modifier. To evade someone’s attention, you have to roll equal or higher than their opposed Alertness roll.

 

Poor: A deaf guy could notice you coming, and a blind guy could figure out where you are in a room.

Below Average: If you’re lucky, you can get past the night watchman. Real lucky.

Average: You know how to keep quiet and out of sight, though your talent is nothing special.

Above Average: You’re almost like a ninja—it’s a rare day when they see you coming.

Exceptional: Your team-mates like to call you “Ghost.”

 

STREET SMARTS

“If you get caught using that—”

“—I know. This never happened. You don’t exist.”

“Right.”

 

How many friends you’ve got down at the corner. How many drug dealers you know—and how many drug dealers you know that you don’t want to know. Where to buy guns. How to carry yourself in front of a bunch of “homies” if you want to stay out of trouble with them.

 

Poor: “You must’ve been raised under a rock or something, chump. And for God’s sake, you’re white; stop pretending to be a ‘gangsta.’ You make me wanna gag.” You might know one drug dealer, who puts up with you, but doesn’t really like you. And no, he’s not interested in telling you anything useful, though he’s been thinking about mugging you lately.

Below Average: You may have lived near the projects as a kid, but you were smart enough to stay out of there. In dealings with real “street people,” you can generally only guess about how you should conduct yourself.

Average: You were raised in the Bronx, and while you didn’t get into that whole ‘scene’ down on “Crack Avenue,” you knew a couple of people who did. If you have to, you can make your way around in that kind of place.

Above Average: Maybe you were raised in the projects, but left when you were 15. You’ve generally forgotten about all those guys back there, but if you came back, they’d remember you.

Exceptional: You were the guy to go to if someone needed help getting something from somebody—drugs, guns, information.

 

THIEVERY

"There are two ways out of this building. One is that scaffold, the other is in their custody. You take a chance either way. I leave it to you."

 

This talent measures your ability to get into our out of things that weren’t meant for you to be in (or to escape from). A character who’s skilled in Thievery can pick locks, hot-wire cars, deactivate alarms, crack safes, and the like.

 

Poor: It wouldn’t take much at all to keep you in or out of a room—usually a lock and key will suffice quite well.

Below Average: Oh, you can try to pick that lock all you want; fat chance you’ll get anywhere, though.

Average: You may have done this a couple of times before, you naughty boy, you.

Above Average: You’ve been doing things you shouldn’t have, that’s for sure, because you know your way around most any security system. And if someone ties you up, they’d better do it right.

Exceptional: There may never have been anything invented that you can’t get past. Breaking and entering is second nature to you.

 

ZION POLITICS

“If it were up to me, you'd never step foot in another ship!”
”Then I am grateful, Commander, that it is not up to you.”

 

Though the Matrix itself is controlled by the insidious machines, Zion is in human hands. And those humans have a defined hierarchy. From the lowliest grunt in the war against the machines, to the most respected council member, there is something to be said for knowing the right people.

 

Poor: It’s unlikely that even the captain of your ship really knows you—he may not even like you. You’re probably a fresh recruit, and even your team-mates may seem intimidating. . . After all, they probably know a lot more about what’s going on than you do.

Below Average: You’re a more or less respected member of your team, though you probably don’t have a close affiliation with your captain. All in all, you’re still a newbie as far as most people are concerned.

Average: Your team knows that you’re trustworthy and skilled. You may even be the captain. Still, you aren’t favored among the other captains, though some may know of you. To a council-member, you’re just another face in the crowd.

Above Average: You’re quite famous. The other captains know you’re a stand-up guy, and your words carry more weight with the council than those of many other captains.

Exceptional: Not only are you famous, you’re probably downright legendary. Though you aren’t a council member, you’re practically just as important in the political hierarchy of Zion. Many of the civilians of Zion think you’re a true hero.

 

CHARACTER DESIGN AND ADVANCEMENT

“Do I have the strength to know how I’ll go? Can I find it inside to deal with what I shouldn’t know?”

 

Designing a Character’s Background

Your character can essentially be anyone, although they have to be both highly proficient with computers (in order to make contact with the Zion rebellion) and motivated towards fighting the machines.

 

Keep in mind that learning about the Matrix is a highly traumatic experience. Once a character learns of it, he can never go back, and he knows it, for better or worse.

 

Advancing Your Character

Each time a character levels, she gains 1 point to place in disciplines. Every 2 levels, the character gains a point to advance in talents (learning how to manipulate the Matrix and becoming a generally more talented person are two different things).

 

So, on even numbered levels, you gain only a discipline point; on odd-numbered levels, you gain both that and a point to place in a talent.

 

There is no set experience chart that determines when you level up; that’s completely at the discretion of your GM.

 

COMBAT

“Stop trying to hit me, and hit me!”

 
Actions In Combat

Players get a number of actions in each round according to their Speed (though through certain Matrix Warping abilities, they may get a few more actions). No character can achieve more than 8 actions in a round.

 

Any of the following qualifies as one action:

-Punching or kicking someone.

-Hitting someone with a melee weapon.

-Drawing a weapon.

-Firing a revolver, rifle, or shotgun 1-2 times.*

-Firing an automatic weapon 1-3 times.*

-Firing a heavy machine gun 1-5 times.*

-Leaping somewhere (according to your Strength).

-Putting someone in a hold of some kind.

-Moving fifteen feet.

-Running thirty feet.

 

Some actions, such as reloading a weapon, may take more time depending on the circumstances. Many disciplines also give characters access to abilities that take a certain amount of actions. If a character uses an ability that requires more actions than he has in a given round, he is assumed to be performing that action for 1 full round, plus the extra time needed in the additional round.

 

*You cannot perform this action more than three times in a single round.

 

Attack Bonuses and Defense Ratings

Every character has a Base Attack Bonus, which branches out into a Melee Attack Bonus and a Ranged Attack Bonus. Every character also has a Defense Rating, which his opponents must get on their attack rolls to hit him.

 

When making an attack, you roll 1d20 and add the applicable attack bonus. A natural 1 is an automatic miss, and a natural 20 is an automatic hit (at the GM’s option, a natural 20 may inflict double or even greater damage than normal).

 

If you are attacking a single opponent in coordination with two or more people (in other words, flanking them), all of you gain +2 bonuses to hit. If you attack an opponent from behind, you gain a +4 bonus to hit (the bonus for attacking from behind overlaps the bonus for flanking).

 

Important: Attacking with a gun automatically incurs a –5 penalty to your Attack Bonus.

 

If you attack with a thrown weapon, you use your Ranged Attack Bonus, but add modifiers to the damage as if you made a melee attack.

 

Establishing A Hold On An Opponent, or Disarming An Opponent

If you want to restrain an opponent, or take their weapon away, you make a melee attack roll at a –4 penalty. On a successful hit, you deal no damage, but you must make opposed Strength rolls on 1d20 to determine the outcome of the hold or disarm attempt.

 

The opposing characters each roll 1d20, adding 3 for each point of Strength that they have. If the attacker wins, he has successfully established a hold on a character, or disarmed him.

 

Held Characters: A held character cannot move the part of his body that is being held, and thus has a very difficult time defending himself. He suffers a –10 penalty to his Defense Rating. The person holding the held character can choose to automatically deal unarmed melee damage to the held character without making an attack roll, by spending 1 action.

 

A held character can use 2 actions to attempt to break a hold, initiating another opposed Strength roll.

 

Disarmed Characters: A disarmed character immediately loses his weapon. There is a 60% chance that the opponent who disarmed him now carries the weapon, though the opponent must spend an action to manipulate the weapon in his hands so that it can be used against the character. An opponent who disarms a character may elect to simply have the weapon fall to the ground without making a percentile roll.

 

Taking Damage

 

Unarmed Attacks

A successful unarmed attack deals 1 damage, plus any modifier from the attacker’s Strength and other abilities. Whatever the case, this is never less than 1 point of damage.

 

Melee Weapon Damage

Melee weapons typically inflict a higher base damage than unarmed attacks. Some examples of damages by weapon type:

 

1d2: Knife/Dagger, Lead Pipe

1d3: Baseball Bat, Machete

1d4: Katana, Spear, Steel Baseball Bat

1d4+1: Stop Sign, Parking Meter

 

Gun/Heavy Weapon Damage

Some examples of damages by weapon caliber/type:

 

1d2: 9mm round

1d3: .45 round, shotgun shell from a distance of 15 feet or more

1d3+1: .50 round, .357 round, heavy machine gun round, shotgun shell from 5-15 feet away

1d3+2: As 1d3+1 listing, except from point-blank range.

 

Encumbrance

There’s a limit to how many weapons and various objects a character can hold. Even if you have the strength of a rhinoceros, you still only have two hands. All characters get 12 size points worth of space to arm themselves.

 

½ Size Point Examples: Extra Ammo Magazines

1 Size Point Examples: Grenades, Handguns, Knives/Daggers, Micro-Uzis
2 Size Point Examples: Silenced Pistols, Compact Sub-Machine Guns, Nunchakus. Eight Shotgun Shells
3 Size Point Examples: Katanas, Lead Pipes, Short Swords, Silenced Compact Sub-Machine Guns, Larger Sub-Machine Guns (such as a P90)
4 Size Point Examples: Assault/Sniper Rifles, Baseball Bats, Quarterstaffs, Shotguns, Silenced P90
5 Size Point Examples: Silenced Assault/Sniper Rifles, Chainsaws

 

CHARACTER SHEET

 

Name-

Gender-

Age-

Height-

Weight-

 

DISCIPLINES

1st-

2nd-

3rd-

4th-

5th-

6th-

7th-

8th-

9th-

10th-

11th-

12th-

 

Hit Points (HP):

Fortitude Rating (FR):

 

Dodge Rating:

 

Melee Attack Bonus (MAB):

Ranged Attack Bonus (RAB):

 

ATD Radius:

ATD%:

 

Circumstance Penalty Modifier:

 

Matrix Power Points Spent/Remaining:

Matrix Powers:

 

TALENTS

Alertness-

Charisma-

Craft/Profession-

Driving-

Education-

Intimidation-

Language-

Matrix Lore-

Medicine-

Stealth-

Street Smarts-

Thievery-

Zion Politics-

 

GLOSSARY

ATD Check: Anomaly/Threat Detection check. A power related to the Awareness discipline. See Awareness in the discipline rules.

 

Base Attack Bonus (BAB): Your modifier to attack rolls to hit opponents.

               Melee Attack Bonus (MAB): Your Melee Attack Bonus is a combination of your Base Attack Bonus and any additional modifiers you receive when you make a hand-to-hand attack.

               Ranged Attack Bonus (RAB): Your Ranged Attack Bonus is a combination of your Base Attack Bonus and any additional modifiers you receive when you make a hand-to-hand attack.

 

Circumstance Penalty: A Circumstance Penalty is applied to your Defense Rating and Base Attack Bonus if you are not on steady ground, become disoriented, or if you are in an area with lots of obstacles (such as a floor covered with marbles, an extremely windy place, or on the edge of a cliff). See the Balance discipline for more information.

 

Defense Rating (DR): The number that attackers have to get or exceed on their attack rolls to successfully hit you.

 

Fortitude Rating (FR): Whenever you suffer damage, you lose hit points—but you subtract your Fortitude Rating from the damage dealt. Note that until you reach Endurance 4, you still take a minimum of 1 point of damage from bullets, explosions, fire, and other purely lethal forms of damage. See the Endurance discipline for more information.

 

Game Master (GM): Player who runs the game for the rest of the players.

 

Hit Points (HP): The amount of damage you can take before the character dies.

 

Matrix Power (MP): A special ability that the character has gained through the Matrix Warping discipline.

 

Movement Rate: The amount, in feet, that a character can move by expending 1 action. The base movement rate for all characters is 15, but can be increased by Energy (see that discipline for more information).

 

Power Strike: A special ability granted by the Energy discipline.