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WWWWelcome!elcome!elcome!elcome! This game is based on the world created in the movie The Matrix. The game mechanics weredesigned by West End Games--in fact, this is a direct adaptation of their Star Wars Role-PlayingGame, Revised and Expanded (now out of print). While I believe I've included enough in thesepages to get a Matrix game going, you really should pick up a Star Wars rule book to flesh out thedetails of the system (skills, combat, etc.).
The text below was taken from my web page at http://TheMatrixFreeRPG.tripod.com, so pleasepardon some of the formatting errors. I hope to revise the pages soon and I'll post a secondversion of this text format. If you have any additions you would like to add, please contact me [email protected].
Special thanks to Joe for his Gun Catalog (see equipment) and Dan for comments and his
automated Dice Roller (available at the website).
Thanks!
RPG Table of Contents:
I.I.I.I. The Basics The Basics The Basics The Basics: _____ 3 A) The Dice B) The Wild Die C) Difficulty Numbers D) Opposed Rolls
E) Using Character Points E) Using Chi
II.II.II.II. CharactersCharactersCharactersCharacters: _____ 6 A) Templates B) Details C) Choosing Skills D) Resuscitated Characters E) Advancement
III.III.III.III. Attributes and SkillsAttributes and SkillsAttributes and SkillsAttributes and Skills:_ ____ 14 A) Dexterity
B) Knowledge C) Mechanical D) Perception E) Strength F) Technical G) Neurals H) Matrix Abilities I) Flash Skills
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IV.IV.IV.IV. Actions & CombatActions & CombatActions & CombatActions & Combat: _____ 23 A) Actions B) Ranged Combat C) Scale D) Combat Modifiers E) Melee Combat
F) Healing
V.V.V.V. EquipmentEquipmentEquipmentEquipment:_ ____ 26 A) Firearms B) Armor C) Computers D) Robots E) Miscellaneous Gear F) Vehicles
VI.VI.VI.VI. The Machines The Machines The Machines The Machines:_ ____ 32 A) The Mechanized World
Leviathan: The Global Neural Net Nodes: Local Neural Nets Powerplants/Farms Nurseries Robot Factories Space Stations and Satellites B) The Matrix The (un)Reality Changes in the Matrix Access Agents Human Allies Human Agents
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Chapter I. The BasicsChapter I. The BasicsChapter I. The BasicsChapter I. The Basics This game is based on West End Game's D6system, specifically its Star Wars Role-PlayingGame. I recommend picking up a Star Wars
rulebook (available at some game stores andon many online auctions) to fill in gaps that Idon't cover here. If you have any questionsor comments, please email me and I'll try toanswer them for you.
GAME MECHANICSGAME MECHANICSGAME MECHANICSGAME MECHANICS The Dice The Dice The Dice The Dice The system requires players to roll six-sideddice (D6), which represent a character'sattributes and skills. When appropriate, the
Game Master will tell a player to roll anumber of dice equal to either the attributeor skill being used. The player rolls theappropriate number of dice, adds the valuestogether and tells the GM the sum. If thesum is equal to or greater than the difficultynumber (See below), the character succeeds.If it is lower, the character fails.
Example Example Example Example: Rom is trying to walk along a thin ledge without falling. He has aDexterity of 3D. The GM sets
a difficulty number and then the player controlling Rom will roll 3 dice and sum the results to see if he is successful.
Example 2: Rom is trying to operate a forklift and the GM tells him to roll his Mechanical skill (2d+2). Rom rolls two six-sided dice and adds 2 to the resulting sum.
The Wild Die The Wild Die The Wild Die The Wild DieEach player should designate one of his orher dice to be the Wild Die (it is helpful if it'sa different color or shape).Whenever the Wild Die comes up with a2,3,4, or 5, add the result to the other diceas normal. But, if the Die comes up with a 6,
add 6 to the dice total and roll the Wild Dieagain and add the new value to the dicetotal. If another 6 comes up, roll and add
again. This continues as long as the playercontinues to roll 6's on the Wild Die.
Example Example Example Example: Rom has a Firearms skills of 4D. When he fires, he rolls 4 dice. His values are 2,5,3 and on the Wild Die, a6, resulting in 16. He rolls the Wild Die again and gets another 6! The total is now 22 and he gets to roll again.
This time, he gets a 1 and adds that to the sum to get a 23 for his shot.
If the Wild Die comes up with a 1 when acharacter is first rolling a Skill or AttributeCheck, roll the Wild Die again. If the value is1 through 5, remove the Wild Die and thedie with the highest value from the dice tobe added.
Example Example Example Example: Rom is shooting again. He rolls a 2,5,6 and on
the Wild Die a 1. He rerolls the Wild Die and gets a 2. He removes the Wild Die and the die that came up 6 and adds the remaining two dice together to get 7.
If the second Wild Die roll comes up to be a6, then the character has Complicated. Heor she has screwed up in a particularly badway....perhaps dropping his gun down into asewer grating or twisting an ankle whiletrying to dodge. Complications should makea character's life more difficult, but never killthem outright.
Example Example Example Example: Rom is running away from a pair of Agents on a crowded street. The GM has him make a running roll with a difficulty of 10 to avoid
mailto:[email protected]:[email protected]://basics.html/http://basics.html/http://basics.html/mailto:[email protected]
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colliding with a bystander.Rom, with a Running skill of 3D, rolls 3 dice. He gets a 2,3 and on the Wild Die a 1. He rerolls the Wild and gets a 6!
He not only fails but complicates. The GM tells him that he runs into a homeless woman pushing a shopping cart and drops his cellular phone into the gutter, short- circuiting it. He'll have to find another way to contact his Operator outside the Matrix!
The GM could have just as well said thatRom got a muscle-cramp and is -1D to all
Dexterity actions for the next 5 rounds, orthat he is stunned for the next round.Anything that makes Rom's life a little morescary.
Difficulty NumbersDifficulty NumbersDifficulty NumbersDifficulty NumbersWhen a character makes an Attribute or Skillcheck, they are usually rolling against adifficulty number. Difficulties are dividedinto the following categories
Opposed RollsOpposed RollsOpposed RollsOpposed RollsWhen a character is testing his or herAttributes or Skills against those of another(PC or NPC), the parties involved makeOpposed Rolls. The one with the highestroll wins.
Example:Example:Example:Example: One character tries to shoot another. The first makes a Firearms roll while the other makes a Dodge roll.If the attacker's roll is higher than the others' Dodge, then he hits.
Character PointsCharacter PointsCharacter PointsCharacter PointsA character may spend his or her CharacterPoints to gain additional dice during anaction. They receive an additional die foreach point spent. A character may spend upto 3 CP's per action or attack, and up to 5CP's for any defensive action (Dodging,Strength rolls versus damage, etc.). If the diepurchased with a CP comes up a 6, theplayer may re-roll it and add the new valueto the total (as for the Wild Die, thoughthere is no penalty for rolling a 1).
DifficultyDifficultyDifficultyDifficulty
DifficultyDifficultyDifficultyDifficulty
NumbersNumbersNumbersNumbers DescriptionDescriptionDescriptionDescription
Very Easy 1-5Anyone should be able to do this most of the time. ExampleExampleExampleExample:Driving a car in moderate traffic.
Easy 6-10Most characters should be able to do this most of the time, thoughthere is still a change for failure. ExampleExampleExampleExample: Driving a car inmoderate traffic during a rainstorm.
Moderate 11-15Requires a fair amount of skill and/or effort. Most unskilledcharacters will fail such an attempt. ExampleExampleExampleExample: Avoiding jaywalkerswho suddenly step in front of your car during a high-speed chase.
Difficult 16-20Only highly skilled characters succeed at these with any regularity.ExampleExampleExampleExample: Driving through an intersection full of speeding crosstraffic.
Very Difficult 21-30Even pros have a hard time pulling these attempts off. ExampleExampleExampleExample:Steering your car into oncoming traffic and avoiding collisionswhile at high speeds.
Heroic 30-50Only the luckiest and most skilled are successful. ExampleExampleExampleExample:
Jumping from a rooftop into a small window across the alley (like Trinity from the movie).
Unearthly 50-75A character must have advanced skill in the Matrix in order to eventhink of attempting such an action.ExampleExampleExampleExample: Stopping bullets in mid-air.
Impossible 75+Only those who have mastered the Matrix may attempt thesetests. ExampleExampleExampleExample: Decoding an Agent.
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Example:Example:Example:Example: Rom gets shot with an Assault Rifle for 23 points of damage. He rolls his Strength of 3D and gets a 10.That's 13 points below the
damage level, which is Mortally Wounded. Rom's player decides to spend some Character Points. He spend one for an additional die and gets a 5, reducing the difference to 8, meaning Rom's Wounded. The player decides to spend an additional CP and rolls a 6! He gets to roll again and gets a 4, which
means his Strength roll is 2 over the damage roll. Rom suffers no damage from the attack!
Character Points may be used in or out of the Matrix. However, they may not be usedthe same round a Chi Point is used.
Chi PointsChi PointsChi PointsChi PointsChi represents a character's inner strengthand the extent to which they have control
over the Matrix. When a character spends aChi point, all skill and attribute dice totalsare doubled. Anything that is not part of acharacter (a weapon or vehicle), is notaffected.
Example 1:Example 1:Example 1:Example 1: Rom is in hand-to- hand combat with an Agent.He decides to spend a Chi point one round. His Martial Arts is normally 5D while in the Matrix. This round, it goes to 10D! For purposes of damage, his Strength doubles from 3D to 6D!
Example 2:Example 2:Example 2:Example 2: Rom is in afirefight with an enemy and decides to spend a Chi Point.His Firearms skill doubles from 4D to 8D, but the damage from the gun (5D) remains the same .
See Characters: Chi for rules about using andregaining Chi. Remember, Chi may only beused while inside the Matrix. Also, Chi maynot be used the same round Character Pointsare spent.
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II.II.II.II. CHARACTERS CHARACTERS CHARACTERS CHARACTERS
Templates Templates Templates Templates
RRRResuscitatedesuscitatedesuscitatedesuscitated HHHHackerackerackerackerDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 3D+1 3D+1 3D+1 3D+1Firearms: 4D+1Martial Arts: 4D+1Dodge: 4D+1Grenade:Melee:Acrobatics:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D3D3D3DSearch: 4DSneak: 4DCon:Gambling:Bargaining:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D 2D 2D 2DStreetwise:Value:Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D 3D 3D 3DBrawling:Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D 3D 3D 3DPilot Hovercraft:Drive:Mounted Artillery:
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 3 3 3 3D+2D+2D+2D+2Computer Operation/Programming: 4D+2Computer Repair: 4D+2First Aid:Repair Hovercraft:Repair Ground Vehicle:
QUICKNESS:QUICKNESS:QUICKNESS:QUICKNESS: 1D AWARENESS:AWARENESS:AWARENESS:AWARENESS: 0DENDURACE:ENDURACE:ENDURACE:ENDURACE: 1D
CHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5
MATRIX SKILLSMATRIX SKILLSMATRIX SKILLSMATRIX SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS1.2.
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT:BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
You were living your life more or less happily until youbecame aware that all was not what it seemed. Overtime, you began to question the very nature of realityitself. It became an obsession for you. When youfinally began to realize the truth, the Agents came foryou. Luckily, the Resistance found you first and
liberated you.Now you plug yourself back into the world in whichyou once toiled. Only this time, you're aiming todestroy the facade and free the minds that remainenslaved.
RRRResuscitatedesuscitatedesuscitatedesuscitated BBBBodyguardodyguardodyguardodyguard
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DEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 4D 4D 4D 4DFirearms: 5DMartial Arts: 5DDodge: 5DMelee: 5DAcrobatics: 5D
Grenade: Throwing:Running:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 4D 4D 4D 4DSearch: 4DSneak: 4DCon:Intimidation:Bargaining:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D 2D 2D 2DStreetwise:Interrogation:Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 4D 4D 4D 4DBrawling:Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 2D 2D 2D 2DPilot Hovercraft:Drive:Mounted Artillery:
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 2D 2D 2D 2DFirst Aid:Repair Small Arms:Demolitions:
QUICKNESS:QUICKNESS:QUICKNESS:QUICKNESS: 1D AWARENESS:AWARENESS:AWARENESS:AWARENESS: 0D
ENDURACE:ENDURACE:ENDURACE:ENDURACE: 1DCHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5 MATRIX SKILLSMATRIX SKILLSMATRIX SKILLSMATRIX SKILLS FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
1.2.
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
You've always been pretty tough, even back in the old dayswhen you were nothing but a Coppertop for the machines. Now,as you become more adept at freeing your mind, you are realizingthat the only thing limiting your physical abilities is your own self-doubt.
You're not much for the technical aspects of hacking the Matrix,and you can't say you even really understand what all of it mean.What you do know is that once you're back inside, you're tougherthan you ever imagined back in the old says.
RRRResuscitatedesuscitatedesuscitatedesuscitated SSSSeereereereerDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 3D 3D 3D 3DFirearms: 4DMartial Arts: 4DDodge: 4DRunning:Melee:Acrobatics:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 4D 4D 4D 4DSearch: 5DSneak: 5DProfile: 5DInvestigation:Persuasion:Hide:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 3D 3D 3D 3DWillpower: 4DScholarship:Matrix Orientation::Philosophy:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D 3D 3D 3DBrawling:Climbing:Stamina:
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MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D 3D 3D 3DPilot Hovercraft:Drive:Mounted Artillery:
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 3D 3D 3D 3DComputer Operation/Programming:Computer Repair:First Aid:
QUICKNESS:QUICKNESS:QUICKNESS:QUICKNESS: AWARENESS:AWARENESS:AWARENESS:AWARENESS: 2D
ENDURACE:ENDURACE:ENDURACE:ENDURACE:CHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5 MATRIX SKILLSMATRIX SKILLSMATRIX SKILLSMATRIX SKILLS FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
1.2.
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND: They called you "sensitive", even
when you were back in the Matrix. You alwaysseemed to be noticing things others would miss. Froman early age, you could sense that something wasn'tquite right about the world--about reality itself. Youfound you could almost read other people's minds and
on occasion you simply knew something was going tohappen before it actually did.
The Resistance found you and liberated you at anearly age. A child of such talents is invaluable to themand it was only a matter of time before the Computerwould take notice and arrange an appropriate caraccident or terminal illness.
Since you've been with the Resistance, you've cometo understand the potential you possess and continuallystrive to realize it in order to save humanity.
Freeborn OperatorDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 2D+1 2D+1 2D+1 2D+1Firearms:Melee:Dodge:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D 3D 3D 3DSearch: 4DResearch: 4DCon:Bargaining:Command:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 3D 3D 3D 3D
Languages: Matrix Code: 5DMatrix Orientation: 4D Tactics:Survival:Streetwise:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 2D+2 2D+2 2D+2 2D+2
Brawling:Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D 3D 3D 3DPilot Hovercraft: 4DSensors: 4DCommunications: 4D
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 4D 4D 4D 4DComputer Operation/Programming: 5DComputer Repair: 5DRepair Hovercraft: 5D
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Mounted Artillery:Drive:Pilot Tank:
Repair EMP Devices: 5DSalvage: 5DSecurity:First Aid:Cybernetics:
CHI:CHI:CHI:CHI: NA NA NA NA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5 EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND: You're one of the lucky ones who was born
free in Zion, the last bastion of humanity on Earth. From anearly age, you showed a knack with computers and an intuitivehandle on Matrix Code.
You were selected to be an Operator, to assist Jumpers whenthey return to the Matrix. Sometimes you feel frustrated asyou're forced to watch as your comrades struggle in the Matrix,but you know that what you do is vital to the fight.
Hovership CrewmanDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 2D+1 2D+1 2D+1 2D+1Firearms: 3DDodge: 2D+2Grenade:Running:
Throwing:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D 3D 3D 3DSearch: 4DSneak:Bargaining:Gambling:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D 2D 2D 2DGeography: 3D
Streetwise:Languages:Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D 3D 3D 3DBrawling:
Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D 3D 3D 3DPilot Hovercraft: 5DSensors: 4D+2Navigation: 4D+2Communications: 4D+1Mounted Artillery:Pilot Tank:Drive:
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 3D+2 3D+2 3D+2 3D+2Repair Hovercraft: 5DComputer Operation/Programming: 4D+2Computer Repair: 4D+2First Aid:Repair Small Arms:Security:
CHI:CHI:CHI:CHI: NA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
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FFFFreebornreebornreebornreeborn SSSSoldieroldieroldieroldierDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 4D 4D 4D 4DFirearms: 5D
Martial Arts: 5DDodge: 5DGrenade:Melee:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D 3D 3D 3DSearch: 4D
Sneak: 4DCon:Gambling:Bargaining:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D 2D 2D 2D Tactics: 4DSurvival: 4DWillpower:Intimidation:Geography:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 4D 4D 4D 4DSwimming:Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 2D+1 2D+1 2D+1 2D+1Pilot Hovercraft:
Tank:Mounted Artillery:
TECHNICAL: TECHNICAL: TECHNICAL: TECHNICAL: 2D+2 2D+2 2D+2 2D+2Security: 3d+2First Aid: 3d+2Demolitions: 3d+2Repair Hovercraft:Repair Small Arms:Repair Armor:
CHI:CHI:CHI:CHI: NA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5 5 5 5 EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
Each character has 18 dice to divide amongthe following six attributes. At least 1D mustbe placed in each attribute and no more than4D can be assigned to any one attribute.Dice may be broken up into 3 "pips", or"+1's", per die (See example below). DexterityDexterityDexterityDexterity Knowledge Knowledge Knowledge Knowledge Mechanical Mechanical Mechanical Mechanical Perception Perception Perception Perception
StrengthStrengthStrengthStrength Technical Technical Technical Technical
Example:Example:Example:Example: Bob is making acharacter named Rom, aResuscitated Hacker. He decides to create his own
template rather than use the one provided. He comes up with the following Attributes: Dexterity: 3D Knowledge: 3D Mechanical: 2D+2 Perception: 3D Strength: 3D
Technical: 3D+1
Note: Once an Attribute is raised beyond XD+2, it moves to the next dice level (If Bob had assigned the "pip" in Technical to his Mechanical Skill instead, it would be 3D,
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not 3D+3).
NeuralsNeuralsNeuralsNeurals When in the Matrix, a character has theability to exceed the limits of his or her
physical body. With the proper training andstrength of will, an individual will learn thatthe only limits that exist in the Matrix arethose placed on oneself by the mind. There are three main Neurals that controlan individual's ability to supercede the"physical" limits.
Quickness:Quickness:Quickness:Quickness: this score is added to theDexterity of the character while they arein the Matrix. All Dexterity skills areincreased by this amount.Awareness:Awareness:Awareness:Awareness: this score is added to thecharacter's Perception while in the
Matrix. It augments any Perception skillsand abilities as well.EnduranceEnduranceEnduranceEndurance: add these dice to thecharacter's Strength dice whenever aStrength roll is made in the Matrix. Also,these dice may be added to any rolldemanding physical or mentalendurance, such as Willpower andIntimidation.
Character begin with 1 die to divide asthey see fit among the Neural Abilities.
Example:Example:Example:Example: Bob decides to put
the entire 1D into Rom's Awareness Neural. He could have also decided to put 1 pip in each category, or 2 pips in Quickness and 1 in Awareness,etc.
DETAILSDETAILSDETAILSDETAILSNote: This section serves the same purpose
as that of the same name in the Star Warsrulebook.
DescriptionDescriptionDescriptionDescription Describe your character: How tall is he?What kind of clothes does he wear? Does hehave any noticeable marks such as tattoos orscars?
BackgroundBackgroundBackgroundBackground Give your character a history. How didthey come to fight against the machines? If they were Resuscitated, what did they doduring their life in the Matrix? How long
have they been liberated?
PersonalityPersonalityPersonalityPersonality Is your character a grouch? Is sheimpulsive, always itching for a fight, or is shemore thoughtful and cautious?
ObjectivesObjectivesObjectivesObjectives Almost every human seeks to end thereign of terror of the Machines and liberatehumanity, but there are many disagreementsas to how to go about this. Some believethat Jumpers are never justified in killingother humans while in the Matrix, whileothers see that as a necessary means to andend. How does your character envisiondefeating the machines, and what will theworld be like then. Also, does he have anypersonal stake in the fight? Perhaps a lover isstill in the Matrix or the Machines have killedone's family.
Connection to other CharactersConnection to other CharactersConnection to other CharactersConnection to other Characters Usually, the character will be serving
aboard a Hovership together. But, somemay have known others for longer periods.
They may be related, or lovers, or evenenemies.
CHOOSING SKILLSCHOOSING SKILLSCHOOSING SKILLSCHOOSING SKILLSRealworld skillsRealworld skillsRealworld skillsRealworld skills Resuscitated c Resuscitated c Resuscitated c Resuscitated characters begin with 7 diceand Freeborn characters begin with 11 dice todivide among their skills. These are abilities
that they may perform both in and out of the Matrix. Skill dice may be broken up into3 pips, just as Attribute dice.
Matrix skills:Matrix skills:Matrix skills:Matrix skills: These are special skills or abilities that acharacter may only attempt while in theMatrix. In general, they deal with denyingthe physical laws of the Matrix.
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Characters do not begin with any Matrixskills. They may be purchased as thecharacter becomes more experienced. SeeAdvancementAdvancementAdvancementAdvancement below.
Specializations:Specializations:Specializations:Specializations: Many skills have specializations that allowthe character to focus on a certain aspect of the skill. If a specialization is taken, acharacter may advance in that specializedaspect of the skill at half the normal cost of advancement. However, uses of the skill notcovered in the Specialization remain at thebase skill level.
Example Example Example Example: Rom has Firearms at 4D. He decides to take the specialization Firearms:
Submachine Gun to advance to 5D at a cost of 6 CP rather than 12 CP. Anytime he fires asubmachine gun, he gets to roll 5D, but all other firearms are used at 4D.
Specializations may be selected atCharacter Creation. When this occurs, thecharacter's skill increases 2 pips for every 1pip put in the skill. Note: Characters maynot start with skills greater than 6D! Specializations are independent of the skillfrom which they are derived. If the playerlater increases the skill, the Specializationdoes not increase. If the Specializationincreases, there is no change in the base skill.
Advanced skills:Advanced skills:Advanced skills:Advanced skills: Some particularly complicated skillsrequire two times the normal amount of Character Points to allow for Advancement.
They also typically require some otherprerequisite skill.
Flash skills:Flash skills:Flash skills:Flash skills: With modern technology, it is possible toupload the information necessary to carryout certain task directly into someone'sbrain. However, this information is veryspecific and remains in the person's memorywhile they are in the Matrix. Characters may temporarily learn anumber of skills equal to their Knowledge
dice each time they are in the Matrix. Theseskills must be Specializations. Thus, if acharacter needs to know how to pilot ahelicopter, the operator will upload Pilot:Aircraft: Helicopter. It takes a number of rounds equal to the skill level for it to be
uploaded.
WAS THE CHARACTERWAS THE CHARACTERWAS THE CHARACTERWAS THE CHARACTERRESUSCITATED FROMRESUSCITATED FROMRESUSCITATED FROMRESUSCITATED FROM THE MATRIX? THE MATRIX? THE MATRIX? THE MATRIX? Most the characters in a Matrix campaignwill be individuals who have beenresuscitated from the Matrix by theResistance. If so, then they are equippedwith the cybernetics that allow them to jackback into the Matrix with the proper
Jumpchair and communications link to theMatrix mainframes. Furthermore, each Resuscitated characterbegins with 1 point of Chi.
CHICHICHICHIChi symbolizes the inner strength andresources of a character. It also reflects howwell they understand the reality of theMatrix. A character may spend a maximumof one point of Chi per round to double thedice values of ALL actions in that round (See
Using Chi).When a character spends a Chi point it maybe regained immediately after an action orlost according to the following criteria:
• If the character attempts a relativelydifficult or daring action andsucceeds, she automatically regainsthe Chi point spent and gains anadditional one as well. (Note: the action should be risky to the character relative to their abilities.Shooting a gun out of someone's hand is not difficult if you have aFirearms skill of 9D!)
• If the character attempts a difficult ordaring action and fails, she maymake a Willpower roll of Moderatedifficulty. If she succeeds, she regainsthe lost point.
• If the character attempts amoderately difficult or tricky actionand succeeds, she automatically
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regains the Chi point and may makea Moderate Willpower check to seeif she gains an additional point.
• If the character attempts aModerately difficult or trick actionand fails, she may make a Difficult
Willpower check to see if she regainsthe point.
• If the character succeeds as arelatively easy task by using the Chipoint, she may make a DifficultWillpower check to regain the pointand does not gain another.
• If the character fails a relatively easytask while using a Chi point, sheloses it and may not make aWillpower check to regain it.
ADVANCEMENTADVANCEMENTADVANCEMENTADVANCEMENTAt the end of each adventure, players willusually be rewarded Character Points at theend of an adventure by the Game Master.
They may keep these CP's for later use orspend them on learning skills.Increasing skill levelsIncreasing skill levelsIncreasing skill levelsIncreasing skill levels Skills increase by "pips" (e.g. from 3D to3D+1, to 3D+2, to 4D). For normal skills, it costs a number of Character Points equal to the current dice
value of the Skill. Thus to advance from 4Dto 4D+1, the player must spend 4 CP's.Specializations cost 1/2 the current dice value(moving from 4D to 4D+1 would cost 2CP's). To learn a new skill, the charactermust spend 3CP's to get the skill at a level
equal to the controlling Attribute.Example Example Example Example: Rom has Firearms at 4D and wants to increase it to 4D+2. To do so, he must spend 8 CP.
Matrix Abilities cost 2 x their current dicevalue. To learn a new Matrix ability, thecharacter must pay 6 CP.Learning new skillsLearning new skillsLearning new skillsLearning new skills As per Star Wars rules. However,characters that can jack into the Matrix can
use simulations to learn faster and without alive teacher--provided they have access tothe appropriate software.Improving attributesImproving attributesImproving attributesImproving attributes For normal attributes use the standard StarWars rules (10x current dice value). Neurals cost 5 x their current dice value.If a character with 0D in a Neural Abilitywishes to learn one, he must pay 10 CP.
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III. ATTRIBUTES AND SKILLSIII. ATTRIBUTES AND SKILLSIII. ATTRIBUTES AND SKILLSIII. ATTRIBUTES AND SKILLSMany of the skills that are used in The Matrix RPG are exactly the same as those used in the StarWars RPG. However, I have made a few changes. The links below lead to each Attribute andexplanations of the skills they control (many of the skills are more completely explained in the StarWars rulebook).
Attributes:Attributes:Attributes:Attributes: Dexterity Knowledge Mechanical Perception Strength Technical
NeuralsNeuralsNeuralsNeurals
Matrix SkillsMatrix SkillsMatrix SkillsMatrix Skills
Flash SkillsFlash SkillsFlash SkillsFlash Skills
DEXTERITYDEXTERITYDEXTERITYDEXTERITY
AcrobaticsAcrobaticsAcrobaticsAcrobatics Time Taken: Time Taken: Time Taken: Time Taken: One roundSpecializations:Specializations:Specializations:Specializations: Tumbling, Balancing,Swinging Acrobatics is used whenever a characterattempts to make an unusual or difficultmaneuver with her body. A character mayattempt an Acrobatics check if they fall or arethrown to the ground to roll to her feet oravoid damage (roll Acrobatics versus thedamage. If the Acrobatics roll is higher,subtract the difference from the damagetaken). Acrobatics may also be used in combat. If
a character uses Acrobatics during combatthey can potentially reap one of thefollowing benefits:
• A successful check versus aModerate difficulty adds a+1D to both the character'sattack and Dodge (but notParry) attempts. This abilitymay be used in the same
round as the Dodge orAttack attempt (and counts
as an additional action) ormay be used as a set up forfollowing round (grantingthe bonus without requiringan action).
• With a Very Difficult check,the character may get a +1Dto both her Attack andDodge attempts this roundand the Acrobatics attemptdoes not count as an action.
• Whenever Acrobatics is usedfor one of the abovepurposes in combat, thecharacter is considered to actlast in the round (her attackswill land in the "secondsegment").
ArcheryArcheryArcheryArchery
BrawlingBrawlingBrawlingBrawling
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ClimbingClimbingClimbingClimbing
DodgeDodgeDodgeDodge
FirearmsFirearmsFirearmsFirearms
GrenadeGrenadeGrenadeGrenade
Heavy WeaponsHeavy WeaponsHeavy WeaponsHeavy Weapons
Martial ArtsMartial ArtsMartial ArtsMartial Arts Time Taken: Time Taken: Time Taken: Time Taken: One round.Specializations:Specializations:Specializations:Specializations: none. Martial Arts covers the study of unarmedhand-to-hand combat. Many of theResuscitated use programs to train in anamalgam of styles. Characters may learn onespecial move for each pip above 2D thatthey advance. If they decide to learn aspecial move, they must also pay anadditional 5 Character Points upon learningit. For example, Rom, a Resistance Hacker,has a Dexterity of 3D and 16 CharacterPoints. He wants to learn Martial Arts. He
jacks into a training program and spends the3 Character Points necessary to learn a newskill. When he is done, he has Martial Arts at
3D. He doesn't have enough Characterpoints to learn 3 special moves, so he onlylearns two, paying an additional 10 CP. Hecan learn another special move when he hasmore Character Points.SPECIAL MOVESSPECIAL MOVESSPECIAL MOVESSPECIAL MOVES
The standard Difficulty for each move isgiven in parenthesis.
• DisarmDisarmDisarmDisarm (M): if the character's attackis successful and not parried ordodged, the target is disarmed.
• Elbow SmashElbow SmashElbow SmashElbow Smash (E): if successful,attacker may add +1D to the
damage roll.• FlipFlipFlipFlip (M): If successful, the attacker
throws the target to the ground anddoes 3D damage.
• Flying KickFlying KickFlying KickFlying Kick (D): If successful, attackerdoes an additional +2D+2 damage.If she fails, the attacker is off balanceand at -1D to all actions in the nextround.
• Foot SweepFoot SweepFoot SweepFoot Sweep (M): Will trip the targetwho must take an action the nextround to stand.
• HeadbuttHeadbuttHeadbuttHeadbutt (Easy): Can only be used if the attacker is close to the target(grappling, etc). Does STR +1D
damage.• Hold/GrappleHold/GrappleHold/GrappleHold/Grapple (M+ opposing STR):
Once the target has been successfullyheld, the attacker must make anopposing Martial Arts versus thetarget's Martial Arts, Brawling, of Strength each round to continue tohold them. If the target is held, he orshe cannot attack.
• Instant KnockdownInstant KnockdownInstant KnockdownInstant Knockdown (M): If landedsuccessfully, this attack knocks thetarget to the ground. The targetmust spend the next round getting
up or suffer multiple actionpenalties.
• InstantInstantInstantInstant StandStandStandStand (M): Allows the martialartist to automatically stand upwithout taking an additional action.
• Instant StunInstant StunInstant StunInstant Stun (M): If successfullylanded, this attack stuns the targetfor one round.
• InstantInstantInstantInstant WoundWoundWoundWound (D): If successfullylanded, this attack gives the target aWound.
• Multiple StrikesMultiple StrikesMultiple StrikesMultiple Strikes (M): A character can
make an additional attack this rounddoing STR damage without apenalty for an additional action.
• Nerve PunchNerve PunchNerve PunchNerve Punch (VD): If successful, theattack punches a bundle of nerves onthe target and renders a limbunusable for 3D rounds. If theattacker beats the difficulty numberby 15, the target is renderedunconscious for 3D rounds.
• Power BlockPower BlockPower BlockPower Block (M): A successful Parryinflicts STR +1D damage to thetarget.
•
ReversalReversalReversalReversal (Opposed STR or Brawl orMartial Arts): Only works whilebeing held or grappled. If successful,the martial artist breaks free andrenders person holding him or herimmobile (see Hold/Grapple above).
• Silent StrikeSilent StrikeSilent StrikeSilent Strike (D): If the charactersneaks up on a target and also rolls asuccessful Silent Strike, the attacker
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does STR +1D damage withoutmaking a sound.
• Spinning KickSpinning KickSpinning KickSpinning Kick (M) STR + 2Ddamage. If the attack fails, theattacker is off balance and suffers a -1D to all actions next round.
•
Shoulder ThrowShoulder ThrowShoulder ThrowShoulder Throw (M): A successfulattempt will allow the martial artistto hurl a target to the ground doing3D damage. The target must take anaction to get up.
• Weapon BlockWeapon BlockWeapon BlockWeapon Block (Opposed MartialArts versus Melee Combat roll):Allows an unarmed martial artist to
parry a weapon used in a meleeattack.
Missile WeaponsMissile WeaponsMissile WeaponsMissile Weapons
RunningRunningRunningRunning
Throwing Throwing Throwing Throwing
KNOWLEDGE
BureaucracyBureaucracyBureaucracyBureaucracy
BusinessBusinessBusinessBusiness
CulturesCulturesCulturesCultures
GeographyGeographyGeographyGeography
IntimidationIntimidationIntimidationIntimidation
LanguagesLanguagesLanguagesLanguages
Law EnforcementLaw EnforcementLaw EnforcementLaw Enforcement
Matrix OrientationMatrix OrientationMatrix OrientationMatrix Orientation
Time Taken: Time Taken: Time Taken: Time Taken: 1d6 rounds 1d6 rounds 1d6 rounds 1d6 roundsSpecializations:Specializations:Specializations:Specializations:
Matrix Orientation allows someone whois accessing the Matrix (either an Operator ora Runner) to know what part of the physicalmachinery they are linking into.Furthermore, it allows them to trace wheresomeone else is accessing the Matrix as well.
To use this skill, the character mustconcentrate on the target for 1d6 rounds. For example, Rom is suverveilling a
possible candidate for Resuscitation inside the Matrix. He usesMatrix Orientation to figure out that the Coppertop's physical body is plugged into the Matrix at the farm node that was once Los Angeles. Another time, Rom and his crew are being dogged by a particularly crafty Agent. They decide to find out where this Agent's program is housed and destroy it in the Real World. Rom usesMatrix Orientation to learn that this Agent's software is kept in the
heavily guarded data fortress located in what was Paris.
PhilosophyPhilosophyPhilosophyPhilosophy
ScholarScholarScholarScholar
ScienceScienceScienceScience
StreetwiseStreetwiseStreetwiseStreetwise
SurvivalSurvivalSurvivalSurvival
Tactics Tactics Tactics Tactics
ValueValueValueValue
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WillpowerWillpowerWillpowerWillpower
MECHANICALMECHANICALMECHANICALMECHANICAL
Aircraft WeaponryAircraft WeaponryAircraft WeaponryAircraft Weaponry
Time of Use: Time of Use: Time of Use: Time of Use: One round.Specializations:Specializations:Specializations:Specializations: Weapons on a particularaircraft type: airplane, helicopter, hovercraftetc. Aircraft Weaponry covers all weaponsthat are mounted on flying vehicles,including hovercraft.
CommunicationsCommunicationsCommunicationsCommunications
Drive AutomobileDrive AutomobileDrive AutomobileDrive Automobile
Drive MotorcycleDrive MotorcycleDrive MotorcycleDrive Motorcycle
Mounted ArtilleryMounted ArtilleryMounted ArtilleryMounted Artillery Time of use: Time of use: Time of use: Time of use: One round.Specializations:Specializations:Specializations:Specializations: Certain weapon types suchas: Gattling gun, 20mm Cannon, MissileLauncher, etc. Mounted Artillery is used whenever acharacter is firing a weapon that has been
fixed on a land-based vehicle, such as a jeepor hovertank.
NavigationNavigationNavigationNavigation
Pilot AircraftPilot AircraftPilot AircraftPilot Aircraft
Pilot HovercraftPilot HovercraftPilot HovercraftPilot Hovercraft Time of Use: Time of Use: Time of Use: Time of Use: One round.
Specializations:Specializations:Specializations:Specializations: Particular kinds of hovercraft, such as Hovertrucks, Hovertanks,and Hoverships.
Pilot Hovercraft permits the use tocontrol any vehicle that relies on repulsor-lifttechnology as a means of propulsion.
Pilot TankPilot TankPilot TankPilot Tank
Ride HorseRide HorseRide HorseRide Horse
SensorsSensorsSensorsSensors
PERCEPTIONPERCEPTIONPERCEPTIONPERCEPTIONBargainBargainBargainBargain
CommandCommandCommandCommand
ConConConCon
ForgeryForgeryForgeryForgery
GamblingGamblingGamblingGambling
HideHideHideHide
InvestigationInvestigationInvestigationInvestigation
MultitaskingMultitaskingMultitaskingMultitasking Time of Use: Time of Use: Time of Use: Time of Use: One round. Use of this skilldoes not count as an action.Specializations:Specializations:Specializations:Specializations: Multitasking certain kinds of actions, such as shooting and dodging,piloting a hovercraft while firing weapons,etc. Multitasking permits a character toattempt multiple actions without accruingpenalties for taking more than one action in
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a round. Essentially, this skill allows the userto walk and chew gum at the same time.
DifficultyDifficultyDifficultyDifficulty ResultResultResultResult
DifficultOne additional actionwithout penalty.
Heroic (30) Two additional actionswithout penalty.
PersuasionPersuasionPersuasionPersuasion
ProfileProfileProfileProfile Time of Use: Time of Use: Time of Use: Time of Use: Depends on difficulty (Seebelow).Specializations:Specializations:Specializations:Specializations: Detecting certain behavioral
patterns such as lying, worry, anger,apprehension, guilt etc. With Profile , a character can attempt tosize up a target, making educated estimatesof the target's emotional and mental state.
The longer the skill user studies her subject,
the greater chance she will draw theappropriate conclusions. The base difficultyis the target's opposing Willpower check.Additional difficulty modifiers are as follow
SearchSearchSearchSearch
SneakSneakSneakSneak
STRENGTHSTRENGTHSTRENGTHSTRENGTHBrawlingBrawlingBrawlingBrawling
ClimbingClimbingClimbingClimbing
Jumping Jumping Jumping Jumping
LiftingLiftingLiftingLifting
StaminaStaminaStaminaStamina
SwimmingSwimmingSwimmingSwimming
TECHNICAL TECHNICAL TECHNICAL TECHNICALArmor repairArmor repairArmor repairArmor repair
ComputerComputerComputerComputerOperation/ProgrammingOperation/ProgrammingOperation/ProgrammingOperation/Programming
Computer RepairComputer RepairComputer RepairComputer Repair
CyberneticsCyberneticsCyberneticsCybernetics
DemolitionsDemolitionsDemolitionsDemolitions
Profile TableProfile TableProfile TableProfile TableDesired OutcomeDesired OutcomeDesired OutcomeDesired Outcome DifficultyDifficultyDifficultyDifficulty
Surface emotions + 0Emotions or thoughts the target actively attempting to hide + 5Emotions or thoughts that the target is in denial about +10Emotions or thoughts that the target doesn't even know he's having(secretly in love with someone, etc.)
+15
Attempting to use this skill in a single round +15Spending 3 rounds to use this skill. +10Spending 5 rounds using this skill. +5Spending a full minute using this skill. +0Interviewing target (asking personal questions). -15Observing the target closely for more than one hour. -10
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First AidFirst AidFirst AidFirst Aid
Heavy weapons repairHeavy weapons repairHeavy weapons repairHeavy weapons repair
Medicine (A)Medicine (A)Medicine (A)Medicine (A)
Program RobotProgram RobotProgram RobotProgram Robot Time of Use: Time of Use: Time of Use: Time of Use: One to several rounds.Specializations:Specializations:Specializations:Specializations: Particular models of robots,such as Servants, Nurses, and Sentinels. Robotic Programming allows the skilleduser to write behavioral routines and implantcommands into a robot's neural net. Thisskill is mainly restricted to use in the RealWorld.
Repair Ground VehicleRepair Ground VehicleRepair Ground VehicleRepair Ground Vehicle
Repair HovercraftRepair HovercraftRepair HovercraftRepair Hovercraft
Repair RobotRepair RobotRepair RobotRepair Robot Time of Use: Time of Use: Time of Use: Time of Use: One to several rounds.Specializations:Specializations:Specializations:Specializations: Particular models of robots,such as Servants, Nurses, and Sentinels. Repair Robot covers the ability to repairand rebuild robots. This skill is mainly
restricted to use in the Real World. Thedifficulty depends upon the extent of damage to the robot.
SalvageSalvageSalvageSalvage Time of Use: Time of Use: Time of Use: Time of Use: Usually several rounds,
depending on the nature of the salvage.Specializations:Specializations:Specializations:Specializations: Particular groups of items,such as computers, hovercraft parts, weaponsetc. Characters use the Salvage skill whenattempting to scrounge useful items fromwhat others would consider to be trash. Thisskill can be used both in and out of theMatrix. In fact, it is vital to the continuingsurvival of Zion that resourceful humanssalvage technology from the Machines andmankind's past. The Difficulty depends onthe nature of the salvage and whether thescrounger has the proper tools.
SecuritySecuritySecuritySecurity
Small arms repairSmall arms repairSmall arms repairSmall arms repair
NEURALSNEURALSNEURALSNEURALS When in the Matrix, a character has theability to exceed the limits of his or herphysical body. With the proper training andstrength of will, an individual will learn thatthe only limits that exist in the Matrix arethose placed on oneself by the mind. There are three main neural attributes thatcontrol an individual's ability to supercedethe "physical" limits.
Quickness:Quickness:Quickness:Quickness: this score is added to theDexterity of the character while they are
in the Matrix. All skills are increased bythis amount.
Awareness:Awareness:Awareness:Awareness: this score is added to thecharacter's Perception while in theMatrix. It augments any Perception skillsand abilities as well.EnduranceEnduranceEnduranceEndurance: add these dice to thecharacter's Strength dice whenever aStrength roll is made in the Matrix. Also,these dice may be added to any rolldemanding physical or mentalendurance, such as Willpower andIntimidation.
Character begin with 1 die to divide as theysee fit among the Neurals.
MATRIX ABILITIESMATRIX ABILITIESMATRIX ABILITIESMATRIX ABILITIES These are special skills or abilities that acharacter may only attempt while in the
Matrix. In general, they deal with denyingthe physical laws of the Matrix.
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Characters do not begin with any Matrixskills. They may be purchased as thecharacter becomes more experienced. SeeAdvancementAdvancementAdvancementAdvancement above.
ConcentrationConcentrationConcentrationConcentration[Exactly as the Force power of the samename in Star Wars].
Augment Physical AttributeAugment Physical AttributeAugment Physical AttributeAugment Physical Attribute[Exactly as the Force power of the samename in Star Wars].
Magnify SensesMagnify SensesMagnify SensesMagnify SensesDifficulty:Difficulty:Difficulty:Difficulty: Easy.Prerequisites:Prerequisites:Prerequisites:Prerequisites: None.
Time to Use: Time to Use: Time to Use: Time to Use: One round to active. Thispower may be "kept up" for 1d6 rounds plus
a number of round equal to the skill check -10.Effect:Effect:Effect:Effect: This skill permits the user to enhancehis perceptive abilities for a short time whilein the Matrix.
Sense CodeSense CodeSense CodeSense CodeDifficulty:Difficulty:Difficulty:Difficulty: EasyPrerequisites:Prerequisites:Prerequisites:Prerequisites: None.Effect:Effect:Effect:Effect: When the Jumper focuses his senseshe can actually see the binary code thatmakes up the Matrix. This is particularly
helpful when trying to distinguish betweenwhether the Jumper is looking at theResidual Image of a real person or the codethat compiles one of the Computer'sminions.
SpeedSpeedSpeedSpeedDifficulty:Difficulty:Difficulty:Difficulty: See below:
ResultResultResultResult EffectEffectEffectEffect
102 additional actions and add 10 tothe character's base movement rate
for this round.15
3 additional actions and add 20 tomovement.
205 additional actions and add 30 tomovement.
256 additional actions and add 40 tomovement.
Prerequisites:Prerequisites:Prerequisites:Prerequisites: None. Time to Use: Time to Use: Time to Use: Time to Use: One round.
Effect:Effect:Effect:Effect: Speed augments a character'squickness to unnatural levels. With it, thecharacter can either increase his movementrate (by ten for each difficulty
PostcognitionPostcognitionPostcognitionPostcognitionDifficulty: Variable.Prerequisites: Sense Code.
Time to Use: 15 minutesEffect: As the Force Power of the samename.
Predictive ModelingPredictive ModelingPredictive ModelingPredictive ModelingDifficulty:Difficulty:Difficulty:Difficulty: Very Difficult.Prerequisites:Prerequisites:Prerequisites:Prerequisites: Sense Code.
Time to Use: Time to Use: Time to Use: Time to Use: 1 + 1D6 rounds (1 to make anEasy Sense Code check and 1d6 rounds to
attempt Predictive Modeling).Effect:Effect:Effect:Effect: With this skill, a Jumper mayattempt to predict the actions of theComputer and its minions. This may beuseful in evading pursuit or planning anattack. The Computer is incrediblyintelligent though and can change its "mind"without warning if new data are considered,thus even a successful use of this skill doesnot ensure that the Jumper will know forcertain what will occur.
Telekinesis Telekinesis Telekinesis Telekinesis[As the Force power of the same name].
Telepathy Telepathy Telepathy TelepathyDifficulty:Difficulty:Difficulty:Difficulty: Easy with willing minds. Moderateon unwilling (or unknowing) minds.Moderate + opposing Willpower roll onunreceptive minds.Prerequisites:Prerequisites:Prerequisites:Prerequisites:
Time to Use: Time to Use: Time to Use: Time to Use: One round. Once established,this power may be kept up.Effect:Effect:Effect:Effect: Telepathy allows the user to read thethoughts of another and project hers intoother's minds. These are usually only the
surface thoughts. To dig deeper intosomeone's memories, the telepath must makea Difficult
Hack the MatrixHack the MatrixHack the MatrixHack the MatrixDifficulty:Difficulty:Difficulty:Difficulty: Very Difficult for small changes toHeroic or more for major changes.Prerequisites:Prerequisites:Prerequisites:Prerequisites: Sense Code (A Difficult skillcheck must be made before Hack is
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attempted. Time to Use: Time to Use: Time to Use: Time to Use: One round.Effect:Effect:Effect:Effect: Hack the Matrix allows a Jumper tophysically alter the software of the Matrixitself. It is possible to create a door whennone existed before or to even delete code
from the Matrix. Difficulty depends on thedegree of change and how "unreal" itappears. Thus, using Hack to make a smallalteration (changing the color of a car fromred to blue) will be considerably easy fromdeleting an Agent (Heroic Difficulty of 50).
HealHealHealHealDifficulty:Difficulty:Difficulty:Difficulty: Easy for Stunned characters.Moderate for Wounded. Difficult forIncapacitated. Very Difficult for MortallyWounded. Heroic for Dead.Prerequisites:Prerequisites:Prerequisites:Prerequisites: None.
Time to Use: Time to Use: Time to Use: Time to Use: One round.Effect:Effect:Effect:Effect: With this ability, a Jumper can healthe wounds another appears to have takenin the Matrix. If the healer is successful, shedecreases the target's wound level by one.Furthermore, the wound level is reduced byone for every 5 points by which the skillcheck exceeds the Difficulty number.
Alter Residual ImageAlter Residual ImageAlter Residual ImageAlter Residual ImageDifficulty:Difficulty:Difficulty:Difficulty: Easy for slight changes to VeryDifficult for extreme ones.Prerequisites:Prerequisites:Prerequisites:Prerequisites:
Time to Use: Time to Use: Time to Use: Time to Use: One round. This ability maybe "kept up", resulting in a -1D to all otheractions during this time.
Effect:Effect:Effect:Effect: Alter RI allows the user to change herphysical appearance in the Matrix. If onlysmall changes are made, such as hair colorand clothing, it is a relatively easy task. Thedifficulty increases as more complicatedchanges are attempted: changing sex, height,
body type, race etc. It is rumored that a few Jumpers have been able to change theirappearance to that of animals and inanimateobjects, but no one can support those claims.
Defy PhysicsDefy PhysicsDefy PhysicsDefy PhysicsDifficulty:Difficulty:Difficulty:Difficulty: Difficulty (may vary depending onthe extremity of the action).Prerequisites:Prerequisites:Prerequisites:Prerequisites: None.
Time to Use: Time to Use: Time to Use: Time to Use: One round.Effect:Effect:Effect:Effect: The Matrix is governed by physicallaws just as the Realworld is. However,most Jumpers quickly realize that they areonly limited by their minds' expectations of reality in the Matrix rather than the fact of it. Enlightened Jumpers understand that theycan bend the rules that apply in theRealworld. With Defy Physics , the character mayattempt seemingly impossible things, such as
jumping from skyscraper to skyscraper orstopping bullets in midair. Some of theapplied uses of this ability are listed here:
MapMapMapMapDifficulty:Difficulty:Difficulty:Difficulty: Easy.Prerequisites:Prerequisites:Prerequisites:Prerequisites: None.
Time to Use: Time to Use: Time to Use: Time to Use: One round. This ability maybe "kept up".Effect:Effect:Effect:Effect: Map allows the character to keep a
Defy Physics TableDefy Physics TableDefy Physics TableDefy Physics TableApplicationApplicationApplicationApplication Difficulties & EffectsDifficulties & EffectsDifficulties & EffectsDifficulties & Effects
Facilitate JumpFacilitate JumpFacilitate JumpFacilitate Jump EasyEasyEasyEasy to reduce the difficulty of the jump by 10.ModerateModerateModerateModerate to reduce it by 25.DifficultDifficultDifficultDifficult to reduce by 50.Very DifficultVery DifficultVery DifficultVery Difficult to reduce by 75 ("Impossible" actions, such as Neo's firstleap in the movie).
Slow TimeSlow TimeSlow TimeSlow Time EasyEasyEasyEasy to automatically gain the first action in a round.DifficultDifficultDifficultDifficult to gain an entire round's worth of actions before the opponentcan act.
Cancel KineticCancel KineticCancel KineticCancel KineticEnergyEnergyEnergyEnergy
EasyEasyEasyEasy + Opposing STR+ Opposing STR+ Opposing STR+ Opposing STR roll to stop a opponent's punch from causingdamage.ModerateModerateModerateModerate to cancel the effects of a fall up to 10 stories (add 5 to theDifficulty for each additional 5 stories).
HeroicHeroicHeroicHeroic to stop bullets in midair (only one ability check need be made ina round to stop all bullets coming from one direction).
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very precise mental map of the Matrix in hermemory for ready use. This may beextremely helpful when attempting to escapeor evade Agents and to find necessary areasin the program. It essentially works like awell-defined street map of the area in which
the Jumper is active. It also lays outelectrical lines, sewers, building blueprints,
and, perhaps most important, telephonehardlines which allow access to and from theMatrix.
FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
With modern technology, it is possible toupload the information necessary to carryout certain task directly into someone'sbrain. However, this information is veryspecific and remains in the person's memorywhile they are in the Matrix.
Characters may temporarily learn a
number of skills equal to their Knowledgedice each time they are in the Matrix. Theseskills must be Specializations. Thus, if acharacter needs to know how to pilot ahelicopter, the operator will upload Pilot:Aircraft: Helicopter. It takes a number of rounds equal to the skill level for it to be
uploaded.
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IV. ACTIONS & COMBATIV. ACTIONS & COMBATIV. ACTIONS & COMBATIV. ACTIONS & COMBAT
RANGED COMBATRANGED COMBATRANGED COMBATRANGED COMBAT
Ranged combat difficultyRanged combat difficultyRanged combat difficultyRanged combat difficultytargets:targets:targets:targets:
RangeRangeRangeRange DifficultyDifficultyDifficultyDifficultyPoint Blank Very EasyShort EasyMedium ModerateLong DifficultExtreme Very Difficult to Heroic
Shooting at Multiple TargetsShooting at Multiple TargetsShooting at Multiple TargetsShooting at Multiple Targets Characters may choose to aim at morethan one target in a given round. If they doso, they suffer a cumulative -1D whenshooting at each target beyond the first. Example:Example:Example:Example: Inside the Matrix, Myriad is cornered by two police officers bent on taking her down. She is armed with a pistol that allows her to fire three times in around. She can either shoot at one without a penalty or attempt to shoot at both. She decides to fire once at both of her attackers.Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and
-2D to the second shot (the penalty for multiple actions + the second target penalty). Example: Example: Example: Example: Myriad is cornered again, this time by three thugs. She decides to fire once at each (3 actions, 2 additional targets). She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!
Spraying BulletsSpraying BulletsSpraying BulletsSpraying Bullets Some weapons, such as fully automaticmachine guns, allow the bearer to spraybullets at an enemy. This has a variety of advantages and disadvantages:
AdvantageAdvantageAdvantageAdvantage DisadvantageDisadvantageDisadvantageDisadvantageShooter gets+1D to hit anddoes notsuffer anypenalties foraiming at
The shooter may potentially hitanyone in the direction in whichhe is pointing the gun (includingallies and innocents). If theshooter is trying to avoid hittinga friendly target, add 15 to the
multipletargets in around.
difficulty number to hit. If theshooter rolls less than 15 overthe standard difficulty
(dependent on range) , he hitsthe friendly target as well. Rolldamage normally.Uses ammunition more quickly.If the attack is successful, rollone less die for damage.
Using two guns at once:Using two guns at once:Using two guns at once:Using two guns at once:
AdvantageAdvantageAdvantageAdvantage DisadvantageDisadvantageDisadvantageDisadvantageShooter does not suffer anypenalties for shooting at
more than one target in around without declaring a"Spraying" action (seeSpraying Bullets below).
Shooting a secondweapon counts as an
action (resulting inan additional -1D toeach action in theround).
Both first shots are fired inthe first segment of theround (if one gun is shottwice, the second shot isconsidered to go off in thelast part of the round, afterall other first attacks havebeen resolved.
Shooter suffers anadditional -1D toany shot taken withhis or her "off" hand.
Permits the character to firethe maximum number of bullets from both guns in around (thus, is a shooter isusing two pistols which mayfire 3 times in a round, shecan shoot 6 times total inthe round).
If someone using
two guns stops toreload, they musttake an additionalaction to stow onegun while the otheris reloaded. There isno additional actionif the "extra" gun isthrown away.
SCALESCALESCALESCALEScale represents the differences betweensmall targets (such as Characters) and large,fortified structures (such as aircraft carriersand buildings). When targets of the samesize are shooting at each other, ignore scalemodifiers. When targets are of differentscales, add the Dice modifier (presentedbelow) to the rolls as follows:
• Lower scale attacking larger scaleLower scale attacking larger scaleLower scale attacking larger scaleLower scale attacking larger scale
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• Attacker adds the scalemodifier to its attack roll
• The target, if hit, adds thescale modifier to its Strength(or Body/Hull) roll.
• Higher scale attacking lower scaleHigher scale attacking lower scaleHigher scale attacking lower scaleHigher scale attacking lower scale
•
Higher scale rolls as normal,but the lower scale targetadds the dice modifier toany Dodge/Evasion roll.
• If successful, the higher scaleadds the dice modifier todamage roll.
COMBAT MODIFIERSCOMBAT MODIFIERSCOMBAT MODIFIERSCOMBAT MODIFIERSA number of factors can affect a character'schances to succeed in combat. Smoke mayobstruct a target, oil on the floor may makedodging more difficult, etc. Following are a
number of modifiers Game Masters maychoose to apply in the game.
• Drawing Weapons:Drawing Weapons:Drawing Weapons:Drawing Weapons: Drawing aweapon counts as an action in around (all other actions are at -1Dthis round).
• Reloading Weapons:Reloading Weapons:Reloading Weapons:Reloading Weapons: The timerequired to reload a weapon variesdepending on the type. Mostrequire 1 action to reload. See theweapon descriptions in theEquipment section.
• Targeting Systems: Targeting Systems: Targeting Systems: Targeting Systems: Some weapons,
usually in aircraft or tanks, havetargeting systems that help thegunner. These depend on theweapon type and quality.
• Rate of Fire (ROF):Rate of Fire (ROF):Rate of Fire (ROF):Rate of Fire (ROF): This statistic isgiven for each weapon. A weaponcannot be fired more times than itsROF in a round, regardless of the
number of actions the charactertakes.
• Called Shots:Called Shots:Called Shots:Called Shots: Attackers can make a"called shot" against a specific target,such as a particular part of a target'sbody (a hand, head, etc) or a small
item. Add +1D to the difficulty for atarget 10-50 cm (approximately 3-18inches) long. Add +4D to thedifficulty for a target 1-10 cm long.Add +8D to the difficulty for atarget less than a centimeter long.
• Cover:Cover:Cover:Cover: Provides a target with some
protection from detection andattack. Add the following modifiersto attempts to detect or hit a target,when appropriate
Cover Modifier
Light Smoke +1D
Thick Smoke +2DVery Thick Smoke +4D
Poor Light +1D
Moonlight +2D
Complete Darkness +4D
Characters can also hidebehind objects, such as wallsand vehicles, which provideprotection against attack. Addthe following modifiersdepending on how much of the target is covered.
Target is Target is Target is Target is ModifierModifierModifierModifier1/4 covered +1D1/2 covered +2D3/4 covered +4D
Fully covered
If cover provides protection,attacker cannot hit targetdirectly. Damage isabsorbed by the item giving
ScalesScalesScalesScales Tiny Tiny Tiny Tiny SmallSmallSmallSmall CharacterCharacterCharacterCharacter CarCarCarCar Tank Tank Tank TankAircraftAircraftAircraftAircraft CapitalCapitalCapitalCapital SuperstructureSuperstructureSuperstructureSuperstructure Tiny Tiny Tiny Tiny 0D 2D 4D 6D 8D 10D 16D 28DSmallSmallSmallSmall 0D 2D 4D 6D 8D 14D 26D
CharacterCharacterCharacterCharacter 0D 2D 4D 6D 12D 24DCarCarCarCar 0D 2D 4D 10D 22D
Tank Tank Tank Tank 0D 2D 8D 20DAircraftAircraftAircraftAircraft 0D 6D 18DCapitalCapitalCapitalCapital 0D 12D
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protection, until it's Bodyrating is depleted (seeProtection below).
• ProtectionProtectionProtectionProtection: Inanimate objects havea strength rating to resist damage. If
the attacker rolls well enough tobeat the basic difficulty, but not wellenough to beat the added covermodifier (see above) that mean theshot hit whatever the character washiding behind. If the object is hit,roll the attacker's damage against theprotection rating below:
Sample ProtectionSample ProtectionSample ProtectionSample Protection Body StrengthBody StrengthBody StrengthBody StrengthFlimsy wooden door 1DStandard wooden door 2DStandard metal door 3D
Reinforced door 4DBlast door 6D
If the damage roll is lower than theBody Strength roll, the protection isnot damaged at all and the targetcharacter suffers no damage. If thedamage roll is equal to or greatherthan the protection's Body Strengthroll, find the difference on the chartbelow to see how badly theprotection is damage.
Damage RollDamage RollDamage RollDamage Roll >>>>====
BodyBodyBodyBodyStrength Roll by:Strength Roll by:Strength Roll by:Strength Roll by:
Protection is:Protection is:Protection is:Protection is:
0-3 Not seriously damaged4-8 Lightly damaged9-12 Heavily damaged13-15 Severely damaged16+ Destroyed
A character behind protection maysuffer some damaged dependingupon how badly his protection isdamqaged. Subtract dice from theattack's damage based on the chart
below.Protection is:Protection is:Protection is:Protection is: Reduce weapon's damage by:Reduce weapon's damage by:Reduce weapon's damage by:Reduce weapon's damage by:
Not seriouslydamaged
Character is completelyprotected
Lightly damaged -4DHeavily damaged-2DSeverelydamaged
-1D
Destroyed Character suffers full damage.
Armor:Armor:Armor:Armor: Armor protects the wearer fromdamage. In the game, add the value of thearmor to the Strength roll of the charactersuffering damage. See the Equipment sectionfor different armor types.
MELEE COMBATMELEE COMBATMELEE COMBATMELEE COMBAT
Hand-to-Hand CombatDifficulties:Difficulties:Difficulties:Difficulties: The standard difficulty to hit withBrawling roll is Very Easy. If the attacklands, roll the attacker's Strength as damage.A fighter skilled in Martial Arts may attemptmore complicated maneuvers to rendermore damage but must roll against a higherdifficulty number to hit.
http://equip.html/http://equip.html/http://equip.html/
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V. EQUIPMENTV. EQUIPMENTV. EQUIPMENTV. EQUIPMENT
FIREARMSFIREARMSFIREARMSFIREARMS The guns listed here are pretty basic. For amuch more detailed list of firearms, checkout Joe's Gun Catalog. You can use theranges given below for the weapons that Joelists.
HandgunHandgunHandgunHandgunDamage:Damage:Damage:Damage: 4DAmmo:Ammo:Ammo:Ammo: 12Range:Range:Range:Range: 3-10/30/60ROF:ROF:ROF:ROF: 3 shots per round maximum. No burst.Concealability:Concealability:Concealability:Concealability: Very Easy (5)
High-powered HandgunHigh-powered HandgunHigh-powered HandgunHigh-powered HandgunDamage:Damage:Damage:Damage: 5DAmmo:Ammo:Ammo:Ammo: 12Range:Range:Range:Range: 3-7/25/50ROF:ROF:ROF:ROF: 2 shots per round maximum. No burst.Concealability:Concealability:Concealability:Concealability: Easy (7)Notes:Notes:Notes:Notes: -1 pip to all "To-Hit" rolls.
Machine PistolMachine PistolMachine PistolMachine PistolDamage:Damage:Damage:Damage: 4DAmmo:Ammo:Ammo:Ammo: 15
Range:Range:Range:Range: 3-10/30/60ROF:ROF:ROF:ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5Ddamage per burst (roll once per burst). -1Don "To-Hit" rolls in semi-automatic. Fullautomatic: Can empty the clip in one round,either spraying (See Spraying in the Combatsection) or Concentrating Fire resulting in+1D to hit and 5D+2 damage.Concealability:Concealability:Concealability:Concealability: Easy (7)
Submachine GunSubmachine GunSubmachine GunSubmachine GunDamage:Damage:Damage:Damage: 5DAmmo:Ammo:Ammo:Ammo: 30Range:Range:Range:Range: 6-10/35/75ROF:ROF:ROF:ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering5D+2 damage per burst (roll once per burst).-1D on "To-Hit" rolls in semi-automatic. Fullautomatic: Can empty the clip in one round,either spraying (See Spraying in the Combat
section) or Concentrating Fire resulting in+1D to hit and 6D damage.Concealability:Concealability:Concealability:Concealability: Easy (9)
Automatic RifleAutomatic RifleAutomatic RifleAutomatic RifleDamage:Damage:Damage:Damage: 6DAmmo:Ammo:Ammo:Ammo: 50Range:Range:Range:Range: 5-30/100/300ROF:ROF:ROF:ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering5D+2 damage per burst (roll once per burst).-1D on "To-Hit" rolls in semi-automatic. Fullautomatic: Can empty the clip in one round,either spraying (See Spraying in the Combatsection) or Concentrating Fire resulting in
+1D to hit and 6D damage.Concealability:Concealability:Concealability:Concealability: Very Difficult (25)
Pump ShotgunPump ShotgunPump ShotgunPump ShotgunDamage:Damage:Damage:Damage: 5D (buckshot) / 6D (solid slug)Ammo:Ammo:Ammo:Ammo: 5Range:Range:Range:Range: 2-5/10/20ROF:ROF:ROF:ROF: 2 shots per round maximum.Concealability:Concealability:Concealability:Concealability: Difficult (20) for full-barreledshotguns. Moderate (10) for sawed-off shotguns.Notes:Notes:Notes:Notes: Sawed-off shotguns do 6D damage at
Point Blank range but suffer a -1D cumulativepenalty to damage rolls for every 5 metersbeyond the first.
ARMORARMORARMORARMORLeatherLeatherLeatherLeather
Type: Type: Type: Type: Personal clothing.Scale:Scale:Scale:Scale: Character.Cost:Cost:Cost:Cost: NA.Availability:Availability:Availability:Availability: Extremely rare artifact in the
real world.Concealability:Concealability:Concealability:Concealability: Very Easy (but usuallyunnecessary).Game Notes:Game Notes:Game Notes:Game Notes: Leather gives +1D versusdamage in the Matrix and the real world.
Kevlar VestKevlar VestKevlar VestKevlar Vest Type: Type: Type: Type: Personal body armor.Scale:Scale:Scale:Scale: Character.
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Cost:Cost:Cost:Cost: NA.Availability:Availability:Availability:Availability: Extremely rare artifact in thereal world.Concealability:Concealability:Concealability:Concealability: Moderate.Game Notes:Game Notes:Game Notes:Game Notes: Grants +2D protection versusperceived damage in the Matrix.
Full Body ArmorFull Body ArmorFull Body ArmorFull Body Armor Type: Type: Type: Type: Military armor.Scale:Scale:Scale:Scale: Character.Cost:Cost:Cost:Cost: NA.Availability:Availability:Availability:Availability: Extremely rare artifact in thereal world.Concealability:Concealability:Concealability:Concealability: Difficult.Game Notes:Game Notes:Game Notes:Game Notes: Grants +3D protection versusperceived damage in the Matrix but reducesall Dexterity-related skill tests and checks by1D.
COMPUTERSCOMPUTERSCOMPUTERSCOMPUTERS Inside the Matrix, the computertechnology resembles that of the late 1990'sand early 21st century. Computers are forthe most part non-autonomous andinterfaces remain primarily throughkeyboards and disk drives. In the Realworld, computers areextremely advanced and artificial intelligenceis pervasive. The human resistance fightershave managed to steal and developimpressive technological advances, includingthe superfast computers and communicationsystems needed to jack into the Matrix. [More coming soon]
Jump Chairs Jump Chairs Jump Chairs Jump Chairs Type: Type: Type: Type: Cybernetic communication deviceCost:Cost:Cost:Cost: NASkill:Skill:Skill:Skill: Communications: Jump ChairAvailability:Availability:Availability:Availability: Common in ResistanceHoverships/Hackships.Range (kilometers)Range (kilometers)Range (kilometers)Range (kilometers):::: 1/5/8 to Matrix nodethat is being hacked.
DifficultyDifficultyDifficultyDifficulty (of transmission, rolled by theOperator): Very Easy (5)/ Easy (10)/Difficult(20). May be greater with electromagneticinterference. All difficulties are reduced by10 if there is a direct, physical link (cable) tothe Matrix Node.Game NotesGame NotesGame NotesGame Notes:::: Though very sophisticated,most Jump Chairs look to be cobbled
together from a variety of differentcomponents.
They are capable of inserting a link into thecybernetic implants of Rescucitated Humansand transmitting their minds into theMatrix. Jump Chairs must be activated and
transmitted from by an Operator.
ROBOTSROBOTSROBOTSROBOTS
Sentinel I-SeriesSentinel I-SeriesSentinel I-SeriesSentinel I-Series("Squids") Type: Type: Type: Type: Semi-autonomous Security UnitScale:Scale:Scale:Scale: SpeederDexterity:Dexterity:Dexterity:Dexterity: 4D Dodge: 5D, Brawling (Tentacles): 5DKnowledge:Knowledge:Knowledge:Knowledge: 1D
Mechanical:Mechanical:Mechanical:Mechanical: 3D Mounted Artillery: Plasma Lasers 5D,Sensors: 6D, Communications: 6DPerception:Perception:Perception:Perception: 3D Search: 6DStrength:Strength:Strength:Strength: 10D (Character scale).
Technical: Technical: Technical: Technical: 1DEquipped with:Equipped with:Equipped with:Equipped with:
• 8 Tentacles (STR +1 Damage)• Armor Plating:Armor Plating:Armor Plating:Armor Plating: provides +2D versus
damage but no protection versus EMPulses..
• 1 Large Plasma Laser:1 Large Plasma Laser:1 Large Plasma Laser:1 Large Plasma Laser: 4D (Hovership
scale).• Repulsorlift engine:Repulsorlift engine:Repulsorlift engine:Repulsorlift engine: Speed: 80; 300
mph.
• Communication array:Communication array:Communication array:Communication array: Allowsuplink to global satellitecommunication system.
• Sensor Package:Sensor Package:Sensor Package:Sensor Package: Includes advancedoptics with telescopic, infrared andlight-enhancement. Also, standardsensors with: Passive: 1 km/0D, Scan5 km/0D, Search 10 km/1D, Focus500 meters/2D. Note: sensor rangeis for aboveground used and may berestricted when underground, incities or otherwise obstructed.
• Self-destruct Device:Self-destruct Device:Self-destruct Device:Self-destruct Device: If disabledbeyond repair, a Sentinel willdestroy itself to avoid passingsensitive technology into humanhands. If a Sentinel is incapable of performing this action (i.e. if disabled by an EM Pulse, other
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Sentinels can broadcast a specificcode command to activate thedestruct mechanism (each one isunique for each unit and is kept inthe Computer's mainframes underhigh security). The destruct
mechanism will completely destroythe unit and do 10D (character scale)to any targets within 50m (reducedamage by 1D for each additional25m beyond 50).
Game Notes:Game Notes:Game Notes:Game Notes: The Sentinel I-Series serves asthe primary scout and guard corps for themachines. They work independently,showing much cunning and resourcefulness.However, they are most dangerous whenworking in squads (usually 3-5). Theycoordinate extremely well withinstantaneous communication among the
squad members.
NurseNurseNurseNurse("Beetles") Type: Type: Type: Type: Clone Farm Operations UnitScale:Scale:Scale:Scale: SpeederDexterity:Dexterity:Dexterity:Dexterity: 3DKnowledge:Knowledge:Knowledge:Knowledge: 1DMechanical:Mechanical:Mechanical:Mechanical: 4D Operate Stasis Pods: 6DPerception:Perception:Perception:Perception: 2D Search: 4D
Strength:Strength:Strength:Strength: 8D (Character scale). Technical: Technical: Technical: Technical: 4D Repair Stasis Pods: 6D, ElectricalEngineering: 6D, First Aid: 5D, Medicine:5D, Cloning: 6D, Cybernetics: 6D.Equipped with:Equipped with:Equipped with:Equipped with:
• 6 Tentacles (STR +1 Damage)
• Armor Plating:Armor Plating:Armor Plating:Armor Plating: provides +2D versusdamage but no protection versus EMPulses..
• Repulsorlift engine:Repulsorlift engine:Repulsorlift engine:Repulsorlift engine: Speed: 10; 100mph.
• Communication array:Communication array:Communication array:Communication array: Allowsuplink to global satellitecommunication system.
• Sensor Package:Sensor Package:Sensor Package:Sensor Package: Includes advancedoptics and audio and audio sensors.
Game Notes:Game Notes:Game Notes:Game Notes: Nurses exist solely to run thefarms and are responsible for the cloning andraising of new humans to serve as powersources. They generally ignore any outsidestimuli that does not directly bear on their
duties. However, they can coordinate todetect and root out intruders, dispatchingthem if necessary.
Maintenance 'BotsMaintenance 'BotsMaintenance 'BotsMaintenance 'Bots
("Spiders") Type: Type: Type: Type: Pod Maintenance UnitScale:Scale:Scale:Scale: CharacterDexterity:Dexterity:Dexterity:Dexterity: 4DKnowledge:Knowledge:Knowledge:Knowledge: 0DMechanical:Mechanical:Mechanical:Mechanical: 1DPerception:Perception:Perception:Perception: 2D Search: 4DStrength: 1Strength: 1Strength: 1Strength: 1D (Character scale).
Technical: Technical: Technical: Technical: 6D Repair Stasis Pods: 8D, RepairComputers: 6D, Repair Robots: 6DEquipped with:Equipped with:Equipped with:Equipped with:
•
6 Legs• Communication array:Communication array:Communication array:Communication array: Allows link
to local communications grid (forreceiving orders)..
• Sensor Package:Sensor Package:Sensor Package:Sensor Package: Includes basic opticsand audio sensors.
Game Notes:Game Notes:Game Notes:Game Notes: Spiders perform a variety of tasks, from keeping things clean toperforming repairs on other robots. Ingeneral, they take no notice of anythingother than broken machines. They scurryaround anywhere there are machines to
maintain, often working in large groups tocomplete tasks more efficiently.
MISCELLANEOUS GEARMISCELLANEOUS GEARMISCELLANEOUS GEARMISCELLANEOUS GEARCellular PhonesHardline PhonesRadiosGrappling HooksFood rations (Realworld)Explosives
VEHICLESVEHICLESVEHICLESVEHICLESHovershipHovershipHovershipHovership("Hackship")Craft:Craft:Craft:Craft: Resistance hovercraftScale:Scale:Scale:Scale: HovershipLength:Length:Length:Length: 55 meters.Skill:Skill:Skill:Skill: Pilot: Hovercraft
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Crew:Crew:Crew:Crew: At least 1 commander, 1 pilot, and 1mechanic. Usually also have an Operator onboard.Crew Skill:Crew Skill:Crew Skill:Crew Skill: Varies.Passengers:Passengers:Passengers:Passengers: 12Cargo Capacity:Cargo Capacity:Cargo Capacity:Cargo Capacity: 10 tons.
Consumables:Consumables:Consumables:Consumables: 6 months. Can be extendedif the ship is restocked with water and rawmaterials from the surface.Cost:Cost:Cost:Cost: NA.
Jump Chairs: Jump Chairs: Jump Chairs: Jump Chairs: 8Speed:Speed:Speed:Speed: 80 mph/400 mphHull:Hull:Hull:Hull: 4DManeuverability:Maneuverability:Maneuverability:Maneuverability: 2D
Communications:Communications:Communications:Communications: Capable of linking intothe Zion communication grid or the Matrix.Sensors:Sensors:Sensors:Sensors: Passive: 5km/0D
Scan: 10 km/1D Search: 25 km/2D Focus: 1 km/ 3DWeapons:Weapons:Weapons:Weapons: Electromagnetic Pulse WaveElectromagnetic Pulse WaveElectromagnetic Pulse WaveElectromagnetic Pulse Wave Fire Arc: Sends a wave out in alldirections. Crew: 1 Skill: None (automatic) Fire Control: None Range: 100 meters Damage: Causes automatic shutdownof any electrical systems which are not
shielded from electromagnetic pulses. Game notes: A hovership must powerdown most of its systems to use the EMPWave without damaging itself (consideredgoing to minimal power). If they do not,Sensors, Communications, Maneuverabilityand all computers (including Jumpchairs) willcease to work. It takes 1d6 hours to repaireach damaged system. If Jumpchairs losepower or are damaged while in use, the
Jumper will die.
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The Gun Shop The Gun Shop The Gun Shop The Gun ShopEverything here was submitted by Joe Van Ginkel, who knows a lot more about guns than I do. Ihope you find the information helpful for your game.
Damage by CaliberDamage by CaliberDamage by CaliberDamage by CaliberPistolsPistolsPistolsPistolsCaliberCaliberCaliberCaliber DamageDamageDamageDamage.38 Special 4D9mm 4D+1.40 Smith & Wesson 4D+2.357 Magnum 5D.45 ACP 5D+110mm 5D+2.44 Magnum 6D.50 AE 6D+1
RiflesRiflesRiflesRiflesCaliberCaliberCaliberCaliber DamageDamageDamageDamage5.56mm 6D7.62mm 7D.30/06 8D
ShotgunShotgunShotgunShotgun CaliberCaliberCaliberCaliber DamageDamageDamageDamage12-guage 5D(shot)/6D(slug)
WeaponWeaponWeaponWeapon CaliberCaliberCaliberCaliber AmmoAmmoAmmoAmmo ROFROFROFROF ConcealConcealConcealConceal NotesNotesNotesNotes
S&W M10 .38 Sp. 6 3 Easy RevolverColt Detective Special .38 Sp. 6 3 Very Easy RevolverBeretta m92 9mm 15+1 3 Easy AutoloaderGlock 17 9mm 17+1 3 Very Easy AutoloaderBrowning Hi-Power .40 S&W 13+1 3 Easy Autoloader, 1Colt M1911A1 .45 ACP 7+1 3 Easy AutoloaderSig Sauer P220 .45 ACP 7+1 3 Easy AutoloaderH&K USP .45 ACP 10+1 3 Easy AutoloaderColt King Cobra .357 Magnum 6 3 Easy RevolverColt Delta Elite 10mm 8+1 3 Easy AutoloaderMagnum Research Desert Eagle .357 Magnum 10+1 2 Moderate Autoloader, 2Magnum Research Desert Eagle .44 Magnum 9+1 2 Moderate Autoloader, 2,3,4
Magnum Research Desert Eagle .50 AE 8+1 2 Moderate Autoloader, 2,3S&W M29 .44 Magnum 6 2 Difficult Revolver, 3 Thompson M1928 SMG .45 ACP 20/50 3/2 Difficult Submachine gunH&K MP5 SMG 9mm 30 3/2 Moderate Submachine gunH&K MP5K SMG 9mm 30 3/2 Easy Submachine gunIMI Uzi SMG 9mm 32 3/2 Easy Submachine gunIMI Mini-Uzi 9mm 20 3/2 Very Easy Submachine gunIngram MAC-10 SMG .45 ACP 20 3/2 Easy Submachine gunU.S M-16 5.56mm 30 3/2 Difficult Assault RifleAK-47 7.62mm 30 3/2 Difficult Assault Rifle
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