the matrix - rpg basic rules
TRANSCRIPT
-
8/3/2019 The Matrix - RPG Basic Rules
1/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
1
TTTTHEHEHEHEMMMM ATRIXATRIXATRIXATRIXRRRROLE-OLE-OLE-OLE-PPPPLAYINGLAYINGLAYINGLAYING GGGGAMEAMEAMEAME
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 these
pages to get a Matrix game going, you really should pick up a Star Wars rule book to flesh out thedetails of the system (skil ls, combat, etc.).
The text below was taken from my w eb page at http:/ /TheMatrixFreeRPG.tripod.com, so pleasepardon some of the formatt ing errors. I hope to revise the pages soon and I'll post a second
version of this text format. If you have any addit ions 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 BasicsThe BasicsThe BasicsThe Basics:_____3A) The DiceB) The Wild Die
C) Difficulty NumbersD) Opposed Rolls
E) Using Character PointsE) Using Chi
II.II.II.II. CharactersCharactersCharactersCharacters:_____6A) TemplatesB) Details
C) Choosing SkillsD) Resuscitated CharactersE) Advancement
III.III.III.III. Attributes and SkillsAttributes and Skil lsAttributes and SkillsAttributes and Skil ls:_____14A) Dexterity
B) KnowledgeC) Mechanical
D) PerceptionE) StrengthF) Technical
G) NeuralsH) M atrix AbilitiesI) Flash Skills
-
8/3/2019 The Matrix - RPG Basic Rules
2/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
2
IV.IV.IV.IV. Actions & CombatActions & CombatActions & CombatActions & Combat:_____23A) Actions
B) Ranged CombatC) ScaleD) Combat ModifiersE) M elee Combat
F) Healing
V.V.V.V. EquipmentEquipmentEquipmentEquipment:_____26A) Firearms
B) ArmorC) ComputersD) RobotsE) Miscellaneous GearF) Vehicles
VI.VI.VI.VI. The MachinesThe MachinesThe MachinesThe Machines:_____32A) The Mechanized World
Leviathan: The Global Neural NetNodes: Local Neural N etsPowerplants/Farms
NurseriesRobot Factories
Space Stations and Satell itesB) The Matrix
The (un)RealityChanges in the M atrix
AccessAgentsHuman Allies
Human Agents
-
8/3/2019 The Matrix - RPG Basic Rules
3/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
3
Chapter I. The BasicsChapter I. The BasicsChapter I. The BasicsChapter I. The BasicsThis game is based on West End Game's D6system, specifically i ts 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 questions
or comments, please email meand I'll try toanswer them for you.
GAME MECHANICSGAME MECHANICSGAME MECHANICSGAME MECHANICSThe DiceThe DiceThe DiceThe DiceThe system requires players to roll six-sided
dice (D6), which represent a character'sattributes and skil ls. When appropr iate, the
Game Master will tell a player to roll anumber of dice equal to either the attributeor skil l being used. The player rolls the
appropr iate number of dice, adds the valuestogether and tells the GM the sum. If thesum is equal to or greater than the diff icultynumber (See below), the character succeeds.
If it is lower, the character fails.
ExampleExampleExampleExample: Rom is trying towalk along a thin ledgewithout falling. He has aDexterity of 3D. The GM sets
a difficulty number and thenthe player controlling Romwill roll 3 dice and sum theresults to see if he is successful.
Example 2: Rom is trying tooperate a forklift and the GMtells him to roll his Mechanicalskill (2d+2). Rom rolls tw osix-sided dice and adds 2 tothe resulting sum.
The Wild DieThe Wild DieThe Wild DieThe Wild DieEach player should designate one of his or
her 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 rol l the Wild Dieagain and add the new value to the dicetotal. If another 6 comes up, rol l and add
again. This cont inues as long as the playercontinues to roll 6's on the Wild Die.
ExampleExampleExampleExample: Rom has a Firearmsskills of 4D. When he fires, herolls 4 dice. His values are2,5,3 and on the Wild Die, a6, resulting in 16. He rolls theWild Die again and getsanother 6! The total is now22 and he gets to roll again.
This time, he gets a 1 and addsthat to the sum to get a 23 forhis shot.
If the Wild Die comes up with a 1 when a
character is first rol ling a Skill or Attr ibuteCheck, roll the Wild Die again. If the value is1 through 5, remove the Wild Die and the
die with the highest value from the dice tobe added.
ExampleExampleExampleExample: Rom is shoot ingagain. He rolls a 2,5,6 and on
the Wild Die a 1. He rerollsthe Wild Die and gets a 2. Heremoves the Wild Die and thedie that came up 6 and addsthe remaining two dicetogether to get 7.
If the second Wi ld Die rol l comes up to be a
6, then the character has Complicated. Heor she has screwed up in a particularly bad
way....perhaps dropping his gun down into asewer grating or twisting an ankle whiletrying to dodge. Complications should make
a character's life more dif ficult, but never killthem outright.
ExampleExampleExampleExample: Rom is runningaway from a pair of Agents ona crowded street. The GM hashim make a running roll witha difficulty of 10 to avoid
mailto:[email protected]:[email protected]://basics.html/http://basics.html/http://basics.html/mailto:[email protected] -
8/3/2019 The Matrix - RPG Basic Rules
4/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
4
colliding with a bystander.Rom, with a Running skill of3D, rol ls 3 dice. He gets a 2,3and on the Wild Die a 1. Hererolls the Wild and gets a 6!
He not only fails butcomplicates. The GM tells himthat he runs into a homelesswoman pushing a shoppingcart and drops his cellularphone into the gutter, short-circuiting it. He'll have to findanother way to contact hisOperator outside the Matrix!
The GM could have just as well said that
Rom 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 lit tle more
scary.
Difficulty NumbersDifficulty NumbersDifficulty NumbersDifficulty NumbersWhen a character makes an Att ribute or Skill
check, they are usually rolling against adifficulty number. Diff iculties are divided
into the following categories
Opposed RollsOpposed RollsOpposed RollsOpposed RollsWhen a character is testing his or her
Att ributes or Skil ls against those of another(PC or NPC), the parties involved makeOpposed Rolls. The one with the highestroll wins.
Example:Example:Example:Example: One character triesto shoot another. The firstmakes a Firearms roll whilethe other makes a Dodge roll.If the attacker's roll is higherthan the others' Dodge, thenhe hits.
Character PointsCharacter PointsCharacter PointsCharacter PointsA character may spend his or her Character
Points to gain additional dice during anaction. They receive an additional die for
each point spent. A character may spend upto 3 CP's per action or attack, and up to 5
CP's for any defensive action (Dodging,Strength rolls versus damage, etc.). If the diepurchased with a CP comes up a 6, the
player may re-roll it and add the new valueto the total (as for the Wild Die, though
there is no penalty for ro lling a 1).
DifficultyDifficultyDifficultyDifficulty
DifficultyDifficultyDifficultyDifficulty
NumbersNumbersNumbersNumbers DescriptionDescriptionDescriptionDescription
Very Easy 1-5Anyone should be able to do this most of the time. ExampleExampleExampleExample:Driv ing 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.
M oderate 11-15Requires a fair amount of skil l and/or effort. Most unskilledcharacters will fail such an attempt. ExampleExampleExampleExample: Avoiding jaywalkers
who suddenly step in front of your car during a high-speed chase.
Difficult 16-20
Only highly skilled characters succeed at these with any regularity.
ExampleExampleExampleExample: Driving through an intersection ful l of speeding crosstraffic.
Very Difficult 21-30
Even pros have a hard time pul ling 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 skil l 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 these
tests. ExampleExampleExampleExample: Decoding an Agent.
-
8/3/2019 The Matrix - RPG Basic Rules
5/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
5
Example:Example:Example:Example: Rom gets shot withan Assault Rifle for 23 pointsof damage. He rolls hisStrength of 3D and gets a 10.That's 13 points below the
damage level, which isMortally Wounded. Rom'splayer decides to spend someCharacter Points. He spendone for an additional die andgets a 5, reducing thedifference to 8, meaningRom's Wounded. The playerdecides to spend an additionalCP and rolls a 6! He gets toroll again and gets a 4, which
means his Strength roll is 2over the damage roll. Romsuffers no damage from theattack!
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 a
Chi point, all skill and attribute dice totalsare doubled. Anything that is not part of a
character (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 Chipoint one round. His MartialArts is normally 5D while inthe Matrix. This round, itgoes to 10D! For purposes ofdamage, his Strength doublesfrom 3D to 6D!
Example 2:Example 2:Example 2:Example 2: Rom is in afirefight with an enemy anddecides to spend a Chi Point.His Firearms skill doubles from4D to 8D, but the damagefrom the gun (5D) remains thesame.
See Characters: Chi for rules about using and
regaining Chi. Remember, Chi may only beused while inside the Matrix. Also, Chi may
not be used the same round Character Pointsare spent.
-
8/3/2019 The Matrix - RPG Basic Rules
6/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
6
II.II.II.II. CHARACTERSCHARACTERSCHARACTERSCHARACTERS
TemplatesTemplatesTemplatesTemplates
RRRResuscitatedesuscitatedesuscitatedesuscitated HHHHackerackerackerackerDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 3D+13D+13D+13D+1
Firearms: 4D+1Martial Arts: 4D+1
Dodge: 4D+1Grenade:Melee:
Acrobatics:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D3D3D3D
Search: 4DSneak: 4D
Con:Gambling:Bargaining:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D2D2D2DStreetwise:Value:
Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D3D3D3DBrawling:Climbing:
Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D3D3D3DPilot Hovercraft:
Drive:Mounted Artillery:
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 3333D+2D+2D+2D+2Computer Operation/Programming: 4D+2Computer Repair: 4D+2First Aid:
Repair Hovercraft:Repair Ground Vehicle:
QUICKN ESS:QUICKN ESS:QUICKN ESS:QUICKNESS: 1D AWARENESS:AWARENESS:AWARENESS:AWARENESS: 0D
ENDURACE:ENDURACE:ENDURACE:ENDURACE: 1D
CHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
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 you
became 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 which
you once toiled. Only this time, you're aiming todestroy the facade and free the minds that remain
enslaved.
RRRResuscitatedesuscitatedesuscitatedesuscitated BBBBodyguardodyguardodyguardodyguard
-
8/3/2019 The Matrix - RPG Basic Rules
7/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
7
DEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 4D4D4D4D
Firearms: 5DMartial Arts: 5D
Dodge: 5DMelee: 5D
Acrobatics: 5D
Grenade:Throwing:
Running:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 4D4D4D4D
Search: 4DSneak: 4D
Con:Intimidation:
Bargaining:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D2D2D2D
Streetwise:Interrogation:
Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 4D4D4D4D
Brawling:Climbing:
Stamina:MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 2D2D2D2DPilot Hovercraft:Drive:Mounted Artillery:
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 2D2D2D2DFirst Aid:Repair Small Arms:Demolitions:
QUICKN ESS:QUICKN ESS:QUICKN ESS:QUICKNESS: 1D AWARENESS:AWARENESS:AW ARENESS:AWARENESS: 0D
ENDURACE:ENDURACE:ENDURACE:ENDURACE: 1DCHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
MATRIX SKILLSMATRIX SKILLSMATRIX SKILLSMATRIX SKILLS FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
1.2.
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUN D:BACKGROUND:BACKGROUND:BACKGROUND:You've always been pretty tough, even back in the old days
when you were nothing but a Coppertop for the machines. Now ,as you become more adept at freeing your mind, you are realizing
that 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 tougher
than you ever imagined back in the old says.
RRRResuscitatedesuscitatedesuscitatedesuscitated SSSSeereereereerDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 3D3D3D3D
Firearms: 4DMartial Arts: 4D
Dodge: 4DRunning:Melee:
Acrobatics:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 4D4D4D4D
Search: 5DSneak: 5D
Profile: 5DInvestigation:Persuasion:
Hide:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 3D3D3D3D
Willpower: 4DScholarship:Matrix Orientation::Philosophy:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D3D3D3DBrawling:
Climbing:Stamina:
-
8/3/2019 The Matrix - RPG Basic Rules
8/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
8
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D3D3D3D
Pilot Hovercraft:Drive:
Mounted Artillery:
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 3D3D3D3D
Computer Operation/Programming:Computer Repair:
First Aid:
QUICKN ESS:QUICKN ESS:QUICKN ESS:QUICKNESS: AWARENESS:AWARENESS:AWARENESS:AWARENESS: 2D
ENDURACE:ENDURACE:ENDURACE:ENDURACE:CHI:CHI:CHI:CHI: 1 CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
MATRIX SKILLSMATRIX SKILLSMATRIX SKILLSMATRIX SKILLS FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
1.2.
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND: They called you "sensit ive", 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't
quite 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 continually
strive to realize it in order to save humanity.
Freeborn OperatorDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 2D+12D+12D+12D+1
Firearms:Melee:
Dodge:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D3D3D3D
Search: 4DResearch: 4D
Con:Bargaining:Command:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 3D3D3D3D
Languages: Matrix Code: 5DMatrix Orientation: 4DTactics:
Survival:Streetwise:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 2D+ 22D+22D+22D+2
Brawling:Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D3D3D3DPilot Hovercraft: 4DSensors: 4DCommunications: 4D
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 4D4D4D4DComputer Operation/Programming: 5DComputer Repair: 5DRepair Hovercraft: 5D
-
8/3/2019 The Matrix - RPG Basic Rules
9/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
9
Mounted Artillery:
Drive:Pilo t Tank:
Repair EMP Devices: 5D
Salvage: 5DSecurity:
First Aid:Cybernetics:
CHI:CHI:CHI:CHI: NANANANA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND: You're one of the lucky ones who was bornfree in Zion, the last bastion of humanity on Earth. From an
early age, you showed a knack w ith 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+12D+12D+12D+1Firearms: 3D
Dodge: 2D+2Grenade:
Running:Throwing:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D3D3D3DSearch: 4D
Sneak:Bargaining:
Gambling:
KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D2D2D2DGeography: 3D
Streetwise:Languages:Willpower:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 3D3D3D3DBrawling:
Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 3D3D3D3DPilot Hovercraft: 5D
Sensors: 4D+ 2Navigation: 4D+2
Communications: 4D+1Mounted Artillery:Pilo t Tank:
Drive:
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 3D+23D+23D+23D+2Repair Hovercraft: 5D
Computer Operation/Programming: 4D+2Computer Repair: 4D+2
First Aid:Repair Small Arms:Security:
CHI:CHI:CHI:CHI: NA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
-
8/3/2019 The Matrix - RPG Basic Rules
10/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
10
FFFFreebornreebornreebornreeborn SSSSoldieroldieroldieroldierDEXTERITY:DEXTERITY:DEXTERITY:DEXTERITY: 4D4D4D4DFirearms: 5D
Martial Arts: 5DDodge: 5DGrenade:
Melee:
PERCEPTION:PERCEPTION:PERCEPTION:PERCEPTION: 3D3D3D3DSearch: 4D
Sneak: 4DCon:Gambling:
Bargaining:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE:KNOWLEDGE: 2D2D2D2D
Tactics: 4DSurvival: 4DWillpower:Intimidation:Geography:
STRENGTH:STRENGTH:STRENGTH:STRENGTH: 4D4D4D4DSwimming:
Climbing:Stamina:
MECHANICAL:MECHANICAL:MECHANICAL:MECHANICAL: 2D+12D+12D+12D+1Pilot Hovercraft:
Tank:Mounted Artillery:
TECHNICAL:TECHNICAL:TECHNICAL:TECHNICAL: 2D+22D+22D+22D+2Security: 3d+ 2
First Aid: 3d+2Demolit ions: 3d+2
Repair Hovercraft:Repair Small Arms:Repair Armor:
CHI:CHI:CHI:CHI: NA CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS:CHARACTER POINTS: 5555
EQUIPMENT:EQUIPMENT:EQUIPMENT:EQUIPMENT: BACKGROUND:BACKGROUND:BACKGROUND:BACKGROUND:
Each character has 18 dice to divide among
the fol lowing six attributes. At least 1D mustbe placed in each attr ibute and no more than
4D can be assigned to any one attribute.Dice may be broken up into 3 "pips", or"+1's", per die (See example below ).
DexterityDexterityDexterityDexterityKnowledgeKnowledgeKnowledgeKnowledgeMechanicalMechanicalMechanicalMechanicalPerceptionPerceptionPerceptionPerception
StrengthStrengthStrengthStrengthTechnicalTechnicalTechnicalTechnical
Example:Example:Example:Example: Bob is making acharacter named Rom, aResuscitated Hacker. Hedecides to create his own
template rather than use theone provided. He comes upwith the following Attributes:
Dexterity: 3DKnowledge: 3DMechanical: 2D+2Perception: 3DStrength: 3D
Technical: 3D+1
Note: Once an Attribute israised beyond XD+2, it movesto the next dice level (If Bobhad assigned the "pip" inTechnical to his MechanicalSkill instead, it would be 3D,
-
8/3/2019 The Matrix - RPG Basic Rules
11/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
11
not 3D+3).
NeuralsNeuralsNeuralsNeuralsWhen in the Matrix, a character has the
ability to exceed the limi ts of his or her
physical body. With the proper training andstrength of will , an individual will learn that
the 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 are
in the Matrix. All Dexterity skil ls areincreased by this amount.
Aw areness:Aw areness:Aw areness:Awareness: this score is added to thecharacter's Perception while in the
Matrix. It augments any Perception skil lsand abilities as well.
EnduranceEnduranceEnduranceEndurance: add these dice to thecharacter's Strength dice whenever aStrength rol l is made in the Matrix. Also,
these dice may be added to any rolldemanding physical or mental
endurance, 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'sAwareness Neural. He couldhave also decided to put 1 pipin each category, or 2 pips inQuickness and 1 in Awareness,etc.
DETAILSDETAILSDETAILSDETAILSNote: This section serves the same purpose
as that of the same name in the Star Warsrulebook.
DescriptionDescriptionDescriptionDescriptionDescribe 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 f ight against the machines? Ifthey 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 o f the Machines and liberatehumanity, but there are many disagreements
as to how to go about this. Some believethat Jumpers are never justified in ki ll ing
other humans while in the Matrix, whileothers see that as a necessary means to and
end. How does your character envisiondefeating the machines, and what will theworld be like then. Also, does he have any
personal stake in the fight? Perhaps a lover isstill in the Matrix or the Machines have kil led
one's family.
Connection to other CharactersConnection to other CharactersConnection to other CharactersConnection to other CharactersUsually, 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 skil lsRealworld skillsRealworld skil lsRealworld skills
Resuscitated cResuscitated cResuscitated cResuscitated characters begin w ith 7 diceand Freeborn characters begin with 11 dice to
divide among their skil ls. These are abili tiesthat they may perform both in and out ofthe Matrix. Skill dice may be broken up into
3 pips, just as Attribute dice.
Matrix skills:Matrix skills:Matrix skills:Matrix skills:These are special skills or abilities that a
character may only attempt while in theMatrix. In general, they deal wi th denying
the physical laws of the Matrix.
-
8/3/2019 The Matrix - RPG Basic Rules
12/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
12
Characters do not begin with any Matrix
skills. They may be purchased as thecharacter becomes more experienced. See
AdvancementAdvancementAdvancementAdvancement below.
Specializations:Specializations:Specializations:Specializations:Many skills have specializations that allow
the character to focus on a certain aspect ofthe skil l. If a specialization is taken, a
character may advance in that specializedaspect of the skill at half the normal cost of
advancement. How ever, uses of the skil l notcovered in the Specialization remain at thebase skill level.
ExampleExampleExampleExample: Rom has Firearms at4D. He decides to take thespecializationFirearms:
Submachine Gun to advanceto 5D at a cost of 6 CP ratherthan 12 CP. Anytime he fires asubmachine gun, he gets toroll 5D, but all other firearmsare used at 4D.
Specializations may be selected atCharacter Creation. When this occurs, thecharacter's skill increases 2 pips for every 1
pip put in the skil l. Note: Characters maynot start with skills greater than 6D!
Specializations are independent of the skil l
from which they are derived. If the playerlater increases the skill, the Specializationdoes not increase. If the Specialization
increases, there is no change in the base skill.
Advanced skills:Advanced skills:Advanced skills:Advanced skills:Some particularly complicated skil ls
require two times the normal amount ofCharacter 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 to
upload the information necessary to carry
out certain task di rectly into someone'sbrain. How ever, this information is very
specif ic and remains in the person's memorywhile they are in the Matrix.
Characters may temporarily learn a
number of skil ls equal to their Knowledge
dice each time they are in the Matrix. These
skills must be Specializations. Thus, if acharacter needs to know how to pilot a
helicopter, the operator w ill upload Pilo t: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 CHARACTER
RESUSCITATED FROMRESUSCITATED FROMRESUSCITATED FROMRESUSCITATED FROMTHE MATRIX?THE MATRIX?THE MATRIX?THE MATRIX?
Most the characters in a Matrix campaignwill be individuals who have beenresuscitated from the Matrix by the
Resistance. If so, then they are equippedwith the cybernetics that allow them to jack
back into the Matrix w ith the properJumpchair and communications link to the
Matrix mainframes.Furthermore, each Resuscitated character
begins with 1 point of Chi.
CHICHICHICHIChi symbolizes the inner strength and
resources of a character. It also reflects howwell they understand the reality of the
Matrix. 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 may
be regained immediately after an action orlost according to the following criteria:
If the character attempts a relativelydifficult or daring action andsucceeds, she automatically regains
the Chi point spent and gains anadditional one as well. (Note: the
action should be risky to thecharacter relative to their abilit ies.Shooting a gun out of someone's
hand is not difficult if you have aFirearms skill of 9D!)
If the character attempts a diff icult ordaring action and fails, she maymake a Willpower roll of Moderate
diff iculty. If she succeeds, she regainsthe lost po int.
If the character attempts amoderately diff icult or tricky actionand succeeds, she automatically
http://basics.html/http://basics.html/http://basics.html/ -
8/3/2019 The Matrix - RPG Basic Rules
13/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
13
regains the Chi point and may make
a Moderate Wi llpow er 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 point
and does not gain another.
If the character fails a relatively easytask while using a Chi point, she
loses 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 levelsSkil ls increase by "pips" (e.g. from 3D to
3D+1, to 3D+2, to 4D).
For normal skills, it costs a number ofCharacter Points equal to the current dice
value of the Skill. Thus to advance from 4D
to 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 skil l, the character
must spend 3CP's to get the skill at a level
equal to the contro lling Att ribute.
ExampleExampleExampleExample: Rom has Firearms at4D and w ants to increase it to4D+2. To do so, he mustspend 8 CP.
Matrix Abilities cost 2 x their current dice
value. To learn a new Matrix abili ty, thecharacter must pay 6 CP.
Learning new skillsLearning new skillsLearning new skillsLearning new skillsAs per Star Wars rules. How ever,
characters that can jack into the M atrix 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.
http://basics.html/http://basics.html/ -
8/3/2019 The Matrix - RPG Basic Rules
14/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
14
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. How ever, I have made a few changes. The links below lead to each Attr ibute andexplanations of the skills they control (many of the skills are more completely explained in the StarWars rulebook).
Attributes:Attributes:Attributes:Attributes: Dexterity
KnowledgeMechanicalPerceptionStrengthTechnical
NeuralsNeuralsNeuralsNeurals
Matrix SkillsMatrix SkillsMatrix SkillsMatrix Skills
Flash SkillsFlash SkillsFlash SkillsFlash Skills
DEXTERITYDEXTERITYDEXTERITYDEXTERITY
AcrobaticsAcrobaticsAcrobaticsAcrobaticsTime Taken:Time Taken:Time Taken:Time Taken: One roundSpecializations:Specializations:Specializations:Specializations: Tumbling, Balancing,
SwingingAcrobaticsis used whenever a character
attempts to make an unusual or difficultmaneuver w ith her body. A character may
attempt an Acrobatics check if they fall or arethrown to the ground to roll to her feet oravoid damage (roll Acrobatics versus the
damage. 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 the
following benefits:
A successful check versus aModerate difficulty adds a+1D to both the character's
attack and Dodge (but notParry) attempts. This ability
may be used in the same
round as the Dodge orAttack attempt (and counts
as an additional action) ormay be used as a set up for
following round (grantingthe bonus without requiring
an action).
With a Very Difficult check,the character may get a +1D
to both her Attack andDodge attempts this round
and the Acrobatics attemptdoes not count as an action.
Whenever Acrobatics is usedfor one of the above
purposes in combat, thecharacter is considered to act
last in the round (her attackswill land in the "second
segment").
ArcheryArcheryArcheryArchery
BrawlingBrawlingBrawlingBrawling
-
8/3/2019 The Matrix - RPG Basic Rules
15/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
15
ClimbingClimbingClimbingClimbing
DodgeDodgeDodgeDodge
FirearmsFirearmsFirearmsFirearms
GrenadeGrenadeGrenadeGrenade
Heavy WeaponsHeavy WeaponsHeavy WeaponsHeavy Weapons
Martial ArtsMartial ArtsMartial ArtsMartial ArtsTime Taken:Time Taken:Time Taken:Time Taken: One round.Specializations:Specializations:Specializations:Specializations: none.
Martial Artscovers the study of unarmedhand-to-hand combat. M any of the
Resuscitated use programs to train in anamalgam of styles. Characters may learn one
special move for each pip above 2D thatthey advance. If they decide to learn a
special move, they must also pay anadditional 5 Character Points upon learningit.
For example, Rom, a Resistance Hacker,has a Dexterity of 3D and 16 Character
Points. He wants to learn Martial Arts. Hejacks into a training program and spends the
3 Character Points necessary to learn a newskil l. 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. He
can learn another special move when he hasmore Character Points.
SPECIAL MOVESSPECIAL MOVESSPECIAL MOVESSPECIAL MOVESThe standard Difficulty for each move is
given in parenthesis.
DisarmDisarmDisarmDisarm (M ): if the character's attackis successful and not parried or
dodged, 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 balance
and at -1D to all actions in the nextround.
Foot SweepFoot SweepFoot SweepFoot Sweep (M ): Wi ll t rip the targetwho must take an action the next
round to stand.
HeadbuttHeadbuttHeadbuttHeadbutt (Easy): Can only be used ifthe 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 cont inue 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 target
must spend the next round getting
up or suffer multiple actionpenalties.
InstantInstantInstantInstant StandStandStandStand (M ): Allows the martialartist to automatically stand up
without taking an additional action.
Instant StunInstant StunInstant StunInstant Stun (M): If successful lylanded, this attack stuns the targetfor one round.
InstantInstantInstantInstant WoundWoundWoundWound (D): If successfullylanded, this attack gives the target aWound.
Multiple StrikesMultiple StrikesMultiple StrikesMult iple Strikes (M ): A character canmake an additional attack this rounddoing STR damage without a
penalty for an additional action.
Nerve PunchNerve PunchNerve PunchNerve Punch (VD): If successful, theattack punches a bundle of nerves on
the target and renders a limbunusable for 3D rounds. If the
attacker beats the difficulty numberby 15, the target is renderedunconscious for 3D rounds.
Power BlockPower BlockPower BlockPow er 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 her
immobile (see Hold/Grapple above).
Silent Str ikeSilent Str ikeSilent Str ikeSilent Strike (D): If the charactersneaks up on a target and also rolls a
successful Silent Strike, the attacker
-
8/3/2019 The Matrix - RPG Basic Rules
16/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
16
does STR +1D damage without
making a sound.
Spinning KickSpinning KickSpinning KickSpinning Kick (M ) STR + 2Ddamage. If the attack fails, the
attacker is off balance and suffers a -1D to all actions next round.
Shoulder ThrowShoulder ThrowShoulder ThrowShoulder Throw (M ): A successfulattempt w ill allow the martial artistto hurl a target to the ground doing
3D damage. The target must take anaction to get up.
Weapon BlockWeapon BlockWeapon BlockWeapon Block (Opposed MartialArts versus Melee Combat rol l):Allows an unarmed martial artist to
parry a weapon used in a melee
attack.
Missile WeaponsMissile WeaponsMissile WeaponsMissile Weapons
RunningRunningRunningRunning
ThrowingThrowingThrowingThrowing
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 rounds1d6 rounds1d6 rounds1d6 roundsSpecializations:Specializations:Specializations:Specializations:
Matrix Orientation allow s someone whois accessing the Matrix (either an Operator or
a Runner) to know what part of the physicalmachinery they are linking into.
Furthermore, it allows them to trace wheresomeone else is accessing the M atrix as well.To use this skill, the character must
concentrate on the target for 1d6 rounds. For example, Rom is suverveilling a
possible candidate for Resuscitation insidethe Matrix. He usesMatrix Orientation to
figure out that the Coppertop's physical bodyis 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'sprogram is housed and destroy it in the RealWorld. Rom usesMatrix Orientation tolearn that this Agent's software is kept in the
heavily guarded data fortress located in whatwas Paris.
PhilosophyPhilosophyPhilosophyPhilosophy
ScholarScholarScholarScholar
ScienceScienceScienceScience
Streetw iseStreetw iseStreetw iseStreetw ise
SurvivalSurvivalSurvivalSurvival
TacticsTacticsTacticsTactics
ValueValueValueValue
-
8/3/2019 The Matrix - RPG Basic Rules
17/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
17
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 particular
aircraft type: airplane, helicopter, hovercraftetc. Aircraft Weaponrycovers all weaponsthat are mounted on flying vehicles,
including hovercraft.
CommunicationsCommunicationsCommunicationsCommunications
Drive AutomobileDrive AutomobileDrive AutomobileDrive Automobile
Drive MotorcycleDrive MotorcycleDrive MotorcycleDrive Motorcycle
Mounted ArtilleryMounted Artil leryMounted ArtilleryMounted Artil leryTime of use:Time of use:Time of use:Time of use: One round.Specializations:Specializations:Specializations:Specializations: Certain weapon types suchas: Gattl ing gun, 20mm Cannon, Missile
Launcher, etc. Mounted Artilleryis used whenever a
character 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 HovercraftTime of Use:Time of Use:Time of Use:Time of Use: One round.
Specializations:Specializations:Specializations:Specializations: Particular kinds ofhovercraft, such as Hovertrucks, Hovertanks,
and Hoverships.
Pilot Hovercraftpermits 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
MultitaskingMultitaskingMultitaskingMultitaskingTime of Use:Time of Use:Time of Use:Time of Use: One round. Use of this skil ldoes not count as an action.
Specializations:Specializations:Specializations:Specializations: Mult itasking certain kinds ofactions, such as shooting and dodging,piloting a hovercraft while firing weapons,
etc. Multitaskingpermits a character toattempt multiple actions without accruingpenalt ies for taking more than one action in
-
8/3/2019 The Matrix - RPG Basic Rules
18/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
18
a round. Essentially, this skil l allows the user
to walk and chew gum at the same time.
DifficultyDifficultyDifficultyDifficulty ResultResultResultResult
DifficultOne additional action
without penalty.
Heroic (30) Two additional actionswithout penalty.
PersuasionPersuasionPersuasionPersuasion
ProfileProfileProfileProfileTime 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 to
size 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
JumpingJumpingJumpingJumping
LiftingLiftingLiftingLifting
StaminaStaminaStaminaStamina
SwimmingSwimmingSwimmingSwimming
TECHNICALTECHNICALTECHNICALTECHNICALArmor 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 +15
Spending 3 rounds to use this skill. +10Spending 5 rounds using this skill. +5
Spending a full minute using this skill. +0Interviewing target (asking personal questions). -15Observing the target closely for more than one hour. -10
-
8/3/2019 The Matrix - RPG Basic Rules
19/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
19
First AidFirst AidFirst AidFirst Aid
Heavy weapons repairHeavy w eapons repairHeavy weapons repairHeavy w eapons repair
Medicine (A)Medicine (A)Medicine (A)Medicine (A)
Program RobotProgram RobotProgram RobotProgram RobotTime 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 Programmingallows the skilled
user to write behavioral routines and implantcommands into a robot's neural net. This
skill 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 RobotTime 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 Robotcovers the ability to repairand rebuild robo ts. This skil l is mainly
restricted to use in the Real World. The
difficulty depends upon the extent ofdamage to the robot.
SalvageSalvageSalvageSalvageTime 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, weapons
etc.Characters use the Salvageskill when
attempting to scrounge useful items fromwhat others would consider to be trash. Thisskil l can be used both in and out of theMatrix. In fact, it is vital to the continuingsurvival o f Zion that resourceful humans
salvage technology from the Machines andmankind's past. The Difficulty depends on
the nature of the salvage and whether thescrounger has the proper tools.
SecuritySecuritySecuritySecurity
Small arms repairSmall arms repairSmall arms repairSmall arms repair
NEURALSNEURALSNEURALSNEURALSWhen in the Matrix, a character has the
ability to exceed the limi ts of his or herphysical body. With the proper training andstrength of will , an individual will learn that
the 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 the
Dexterity of the character while they are
in the Matrix. All skil ls are increased bythis amount.
Awareness:Awareness:Awareness:Awareness: this score is added to the
character's Perception while in theMatrix. It augments any Perception skil lsand abilities as well.
EnduranceEnduranceEnduranceEndurance: add these dice to thecharacter's Strength dice whenever a
Strength roll is made in the Matrix. Also,these dice may be added to any rolldemanding physical or mentalendurance, such as Willpower and
Intimidation.
Character begin with 1 die to divide as theysee fit among the Neurals.
MATRIX ABILITIESMATRIX ABILITIESMATRIX ABILITIESMATRIX ABILITIESThese are special skills or abilities that a
character may only attempt while in the
Matrix. In general, they deal wi th denying
the physical laws of the Matrix.
-
8/3/2019 The Matrix - RPG Basic Rules
20/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
20
Characters do not begin with any Matrix
skills. They may be purchased as thecharacter becomes more experienced. See
AdvancementAdvancementAdvancementAdvancement 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. Thispow er may be "kept up" for 1d6 rounds plus
a number of round equal to the skil l check -10.Effect:Effect:Effect:Effect: This skill permits the user to enhance
his perceptive abilit ies for a short t ime 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 that
makes up the Matr ix. This is particularly
helpful when trying to distinguish betweenwhether the Jumper is looking at theResidual Image of a real person or the code
that compiles one of the Computer'sminions.
SpeedSpeedSpeedSpeedDifficulty:Difficulty:Difficulty:Diff iculty: See below:
ResultResultResultResult EffectEffectEffectEffect
102 addit ional actions and add 10 tothe character's base movement rate
for this round.
153 additional actions and add 20 to
movement.
205 additional actions and add 30 to
movement.
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's
quickness to unnatural levels. With it, thecharacter can either increase his movement
rate (by ten for each difficulty
PostcognitionPostcognitionPostcognitionPostcognitionDifficulty: Variable.Prerequisites: Sense Code.
Time to Use: 15 minutesEffect: As the Force Power of the same
name.
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 an
Easy 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 incredibly
intelligent 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 for
certain what will occur.
TelekinesisTelekinesisTelekinesisTelekinesis[As the Force power of the same name].
TelepathyTelepathyTelepathyTelepathyDifficulty:Difficulty:Difficulty:Difficulty: Easy with willing minds. Moderateon unwill ing (or unknowing) minds.Moderate + opposing Willpower roll on
unreceptive 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: Telepathyallows the user to read thethoughts of another and project hers into
other's minds. These are usually only the
surface thoughts. To dig deeper intosomeone's memories, the telepath must make
a Difficult
Hack the MatrixHack the MatrixHack the MatrixHack the MatrixDifficulty:Difficulty:Difficulty:Difficulty: Very Diff icult for small changes toHeroic or more for major changes.
Prerequisites:Prerequisites:Prerequisites:Prerequisites: Sense Code (A Dif ficult skillcheck must be made before Hackis
-
8/3/2019 The Matrix - RPG Basic Rules
21/35
-
8/3/2019 The Matrix - RPG Basic Rules
22/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
22
very precise mental map of the Matrix in her
memory for ready use. This may beextremely helpful when attempting to escape
or evade Agents and to find necessary areasin the program. It essentially works like a
well-defined street map of the area in w hich
the Jumper is active. It also lays outelectrical lines, sewers, building blueprints,
and, perhaps most important, telephone
hardlines which allow access to and from theMatrix.
FLASH SKILLSFLASH SKILLSFLASH SKILLSFLASH SKILLS
With modern technology, it is possible toupload the information necessary to carry
out certain task di rectly into someone'sbrain. How ever, this information is very
specif ic and remains in the person's memorywhile they are in the Matrix.
Characters may temporarily learn a
number of skil ls equal to their Knowledge
dice each time they are in the Matrix. Theseskills must be Specializations. Thus, if a
character needs to know how to pilot ahelicopter, the operator w ill upload Pilo t:
Aircraft: Helicopter. It takes a number ofrounds equal to the skill level for it to be
uploaded.
-
8/3/2019 The Matrix - RPG Basic Rules
23/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
23
IV. ACTIONS & COMBATIV. ACTIONS & COMBATIV. ACTIONS & COMBATIV. ACTIONS & COMBAT
RANGED COMBATRANGED COM BATRANGED COMBATRANGED COM BAT
Ranged combat difficultyRanged combat difficultyRanged combat difficultyRanged combat difficultytargets:targets:targets:targets:
RangeRangeRangeRange DifficultyDifficultyDifficultyDifficulty
Point Blank Very EasyShort Easy
M edium M oderateLong Difficult
Extreme Very Difficult to Heroic
Shooting at Multiple TargetsShooting at M ultiple TargetsShooting at Multiple TargetsShooting at M ultiple TargetsCharacters may choose to aim at more
than one target in a given round. If they do
so, they suffer a cumulative -1D w henshooting at each target beyond the first.
Example:Example:Example:Example: Inside the Matrix, Myriad iscornered by two police officers bent ontaking her down. She is armed with a pisto l
that allows her to fire three times in around. She can either shoot at one without
a penalty or attempt to shoot at both. Shedecides 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 formultiple actions + the second target penalty).Example:Example:Example:Example: Myriad is cornered again, this
time by three thugs. She decides to fire onceat each (3 actions, 2 additional targets). She
suffers a -2D to her first shot (for the twoadditional actions), a -3D to the second, and
a -4D to the third!
Spraying BulletsSpraying BulletsSpraying BulletsSpraying BulletsSome weapons, such as ful ly automatic
machine guns, allow the bearer to spraybullets at an enemy. This has a variety of
advantages and disadvantages:
AdvantageAdvantageAdvantageAdvantage DisadvantageDisadvantageDisadvantageDisadvantage
Shooter gets+1D to hit and
does notsuffer anypenalties foraiming at
The shooter may potentially hitanyone in the direction in which
he is pointing the gun (includingallies and innocents). If theshooter is trying to avoid hit tinga 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, roll
one 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 any
penalties for shooting at
more than one target in around w ithout declaring a
"Spraying" action (seeSpraying Bullets below ).
Shooting a second
weapon counts as an
action (resulting inan addit ional -1D to
each action in theround).
Both first shots are fired inthe first segment of the
round (if one gun is shottwice, the second shot is
considered to go off in thelast part of the round, afterall other first attacks have
been resolved.
Shooter suffers anadditional -1D to
any shot taken withhis or her "off" hand.
Permits the character to firethe maximum number ofbullets from both guns in around (thus, is a shooter is
using tw o pistols which mayfire 3 times in a round, shecan shoot 6 t imes total in
the round).
If someone using
two guns stops toreload, they must
take an addit ionalaction to stow one
gun while the otheris reloaded. There isno additional action
if the "extra" gun isthrown away.
SCALESCALESCALESCALEScale represents the differences betw eensmall targets (such as Characters) and large,fortified structures (such as aircraft carriers
and buildings). When targets of the samesize are shooting at each other, ignore scalemodifiers. When targets are of different
scales, 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
-
8/3/2019 The Matrix - RPG Basic Rules
24/35
-
8/3/2019 The Matrix - RPG Basic Rules
25/35
-
8/3/2019 The Matrix - RPG Basic Rules
26/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
26
V. EQUIPMENTV. EQUIPMENTV. EQUIPMENTV. EQUIPMENT
FIREARMSFIREARMSFIREARMSFIREARMSThe guns listed here are pretty basic. For amuch more detailed list of firearms, check
out Joe's Gun Catalog. You can use theranges given below for the weapons that Joe
lists.
HandgunHandgunHandgunHandgunDamage:Damage:Damage:Damage: 4D
Ammo:Ammo:Ammo:Ammo: 12Range:Range:Range:Range: 3-10/30/60
ROF: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: 5D
Ammo: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). -1D
on "To-Hit" rol ls 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: 30
Range: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 (rol l 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: 6D
Ammo: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 (rol l 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 rol ls for every 5 meters
beyond the first.
ARMORARMORARMORARMORLeatherLeatherLeatherLeatherType: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 usually
unnecessary).Game Notes:Game Notes:Game Notes:Game Notes: Leather gives +1D versusdamage in the Matrix and the real world.
Kevlar VestKevlar VestKevlar VestKevlar VestType:Type:Type:Type: Personal body armor.
Scale:Scale:Scale:Scale: Character.
-
8/3/2019 The Matrix - RPG Basic Rules
27/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
27
Cost:Cost:Cost:Cost: NA.
Availability:Availability:Availability:Availabili ty: Extremely rare artifact in thereal world.
Concealability:Concealability:Concealability:Concealability: Moderate.Game Notes:Game Notes:Game Notes:Game Notes: Grants +2D protection versus
perceived damage in the Matrix.
Full Body ArmorFull Body ArmorFull Body ArmorFull Body ArmorType:Type:Type:Type: Military armor.Scale:Scale:Scale:Scale: Character.
Cost:Cost:Cost:Cost: NA.Availability:Availability:Availability:Availabili ty: Extremely rare artifact in the
real 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 skil l tests and checks by
1D.
COMPUTERSCOMPUTERSCOMPUTERSCOMPUTERSInside the M atrix, the computer
technology resembles that of the late 1990'sand early 21st century. Computers are for
the most part non-autonomous andinterfaces remain primarily through
keyboards and disk drives.In the Realworld, computers are
extremely advanced and artificial intelligenceis pervasive. The human resistance fightershave managed to steal and develop
impressive technological advances, includingthe superfast computers and communication
systems needed to jack into the Matrix.[More coming soon]
Jump ChairsJump ChairsJump ChairsJump ChairsType:Type:Type:Type: Cybernetic communication deviceCost:Cost:Cost:Cost: NA
Skill :Skill :Skill :Skil l: Communications: Jump ChairAvailability:Availability:Availability:Availabili ty: Common in ResistanceHoverships/Hackships.Range (kilometers)Range (kilometers)Range (kilometers)Range (kilometers):::: 1/5/8 to Matrix node
that is being hacked.
DifficultyDifficultyDifficultyDifficulty (of transmission, rolled by theOperator ): Very Easy (5)/ Easy (10)/ Dif ficult
(20). May be greater with electromagneticinterference. All di fficult ies are reduced by
10 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 different
components.They are capable of inserting a link into the
cybernetic implants of Rescucitated Humansand transmitting their minds into the
Matrix. 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 Unit
Scale:Scale:Scale:Scale: SpeederDexterity:Dexterity:Dexterity:Dexterity: 4D
Dodge: 5D, Brawling (Tentacles): 5DKnowledge:Knowledge:Knowledge:Knowledge: 1D
Mechanical:Mechanical:Mechanical:Mechanical: 3DMounted Art il lery: Plasma Lasers 5D,Sensors: 6D, Communications: 6D
Perception:Perception:Perception:Perception: 3DSearch: 6D
Strength:Strength:Strength:Strength: 10D (Character scale).Technical:Technical:Technical:Technical: 1D
Equipped w ith:Equipped with:Equipped w ith:Equipped with:
8 Tentacles (STR +1 Damage) Armor Plating:Armor Plating:Armor Plating:Armor Plating: provides +2D versus
damage but no protection versus EM
Pulses..
1 Large Plasma Laser:1 Large Plasma Laser:1 Large Plasma Laser:1 Large Plasma Laser: 4D (Hovershipscale).
Repulsorlift engine:Repulsorlift engine:Repulsorlift engine:Repulsor lift engine: Speed: 80; 300mph.
Communication array:Communication array:Communication array:Communication array: Allow suplink to global satellitecommunication system.
Sensor Package:Sensor Package:Sensor Package:Sensor Package: Includes advancedopt ics with telescopic, infrared andlight-enhancement. Also, standard
sensors with: Passive: 1 km/0D, Scan5 km/0D, Search 10 km/1D, Focus
500 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 w ill
destroy itself to avoid passingsensitive technology into human
hands. If a Sentinel is incapable ofperforming this action (i.e. if
disabled by an EM Pulse, other
-
8/3/2019 The Matrix - RPG Basic Rules
28/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
28
Sentinels can broadcast a specific
code command to activate thedestruct mechanism (each one is
unique for each unit and is kept inthe Computer's mainframes under
high securi ty). The destruct
mechanism will completely destroythe uni t and do 10D (character scale)to any targets within 50m (reducedamage by 1D for each additional
25m beyond 50).Game Notes:Game Notes:Game Notes:Game No tes: The Sentinel I-Series serves as
the primary scout and guard corps for themachines. They work independently,showing much cunning and resourcefulness.However, they are most dangerous when
working in squads (usually 3-5). Theycoordinate extremely w ell withinstantaneous communication among the
squad members.
NurseNurseNurseNurse("Beetles")Type:Type:Type:Type: Clone Farm Operations Unit
Scale:Scale:Scale:Scale: SpeederDexterity:Dexterity:Dexterity:Dexterity: 3D
Knowledge: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 versus
damage but no protection versus EMPulses..
Repulsorlift engine:Repulsorlift engine:Repulsorlift engine:Repulsorl if t engine: Speed: 10; 100mph.
Communication array:Communication array:Communication array:Communication array: Allow suplink to global satellite
communication 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 the
farms and are responsible for the cloning andraising of new humans to serve as power
sources. They generally ignore any outsidestimuli that does not directly bear on their
duties. How ever, they can coordinate to
detect 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: 4D
Knowledge:Knowledge:Knowledge:Knowledge: 0DMechanical:Mechanical:Mechanical:Mechanical: 1DPerception:Perception:Perception:Perception: 2D
Search: 4DStrength: 1Strength: 1Strength: 1Strength: 1D (Character scale).
Technical:Technical:Technical:Technical: 6DRepair Stasis Pods: 8D, Repair
Computers: 6D, Repair Robots: 6DEquipped w ith:Equipped with:Equipped w ith:Equipped with:
6 Legs Communication array:Communication array:Communication array:Communication array: Allow s link
to local communications grid (forreceiving orders)..
Sensor Package:Sensor Package:Sensor Package:Sensor Package: Includes basic opt icsand audio sensors.
Game Notes:Game Notes:Game Notes:Game Notes: Spiders perform a variety oftasks, from keeping things clean to
performing repairs on other robots. Ingeneral, they take no no tice 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 Phones
RadiosGrappling HooksFood rations (Realworld)
Explosives
VEHICLESVEHICLESVEHICLESVEHICLESHovershipHovershipHovershipHovership("Hackship")
Craft:Craft:Craft:Craft: Resistance hovercraftScale:Scale:Scale:Scale: Hovership
Length:Length:Length:Length: 55 meters.Skill :Skill :Skill :Skill : Pilot: Hovercraft
-
8/3/2019 The Matrix - RPG Basic Rules
29/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
29
Crew:Crew:Crew:Crew: At least 1 commander, 1 pilot, and 1
mechanic. Usually also have an Operator onboard.
Crew Skill:Crew Skill:Crew Skill:Crew Skill: Varies.Passengers:Passengers:Passengers:Passengers: 12
Cargo 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 mph
Hull:Hull:Hull:Hull: 4DManeuverability:Maneuverability:Maneuverability:Maneuverability: 2D
Communications:Communications:Communications:Communications: Capable of linking into
the Zion communication grid or the Matrix.Sensors:Sensors:Sensors:Sensors:
Passive: 5km/0D
Scan: 10 km/1DSearch: 25 km/ 2D
Focus: 1 km/ 3DWeapons:Weapons:Weapons:Weapons:
Electromagnetic Pulse WaveElectromagnetic Pulse WaveElectromagnetic Pulse WaveElectromagnetic Pulse WaveFire Arc: Sends a wave out in all
directions.Crew: 1Skill: None (automatic)
Fire Control: NoneRange: 100 meters
Damage: Causes automatic shutdownof any electrical systems which are not
shielded from electromagnetic pulses.Game notes: A hovership must power
down most of its systems to use the EMPWave without damaging itself (consideredgoing to minimal power). If they do not,
Sensors, Communications, M aneuverabil ityand all computers (including Jumpchairs) will
cease to work. It takes 1d6 hours to repaireach damaged system. If Jumpchairs lose
pow er or are damaged while in use, theJumper will die.
-
8/3/2019 The Matrix - RPG Basic Rules
30/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
30
The Gun ShopThe Gun ShopThe Gun ShopThe Gun ShopEverything here was submit ted 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 4D
9mm 4D+1.40 Smith & Wesson 4D+2.357 Magnum 5D.45 ACP 5D+1
10mm 5D+2.44 Magnum 6D
.50 AE 6D+1
RiflesRiflesRiflesRiflesCaliberCaliberCaliberCaliber DamageDamageDamageDamage5.56mm 6D
7.62mm 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 Autoloader
Glock 17 9mm 17+1 3 Very Easy AutoloaderBrowning Hi-Power .40 S&W 13+1 3 Easy Autoloader,1
Colt M1911A1 .45 ACP 7+1 3 Easy AutoloaderSig Sauer P220 .45 ACP 7+1 3 Easy Autoloader
H&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,2M agnum Research Desert Eagle .44 M agnum 9+ 1 2 M oderate 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 gun
H&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.SM-16 5.56mm 30 3/2 Difficult Assault Rifle
AK-47 7.62mm 30 3/2 Difficult Assault Rifle
-
8/3/2019 The Matrix - RPG Basic Rules
31/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
31
Steyr AUG 5.56mm 30 3/2 Moderate Assault Rifle
Browning Automatic Rifle(BAR)
.30/06 20 2 V. DifficultLt Machine Gun,5
M-60 Machine Gun 7.62 Belt-fed 2 V. DifficultLight M achineGun
Benelli M1 Super 90 12 gauge 7 3 Difficult Shotgun,6
Winchester 1300 Marine 12 gauge 7 2 Difficult Shotgun,7Notes:
1:1:1:1:The Browning High Power is Switchs sidearm.2:2:2:2: The Desert Eagle is the weapon used by the Agents. I know, I know, but I had to include all
three versions just because it s such a cool-looking artil lery piece. The .357 M agnum version is theoriginal version. The .50 AE is the largest version and is included for those crazy enough to try to
blast an Agent with only one gun. Comes with either a black oxide, nickel, chrome, 24k gold orgold tit anium finish. The 24k gold is a personal favorite.3:3:3:3: These weapons incur a -1 penalty to hit.4:4:4:4: This, the .44 M agnum w ith a black oxide finish, is the particular model of Desert Eagle theAgents use. The .44 Magnum is also the most common version.
5:5:5:5: Are you MAD? Youre actually carrying a B.A.R. around in the Matrix? The Agents will eat youalive...heh, heh...that is, if you havent already cut the RIs theyre using to pieces with this. For
outdated hardware, the B.A.R. is still choice firepower. The sheer size alone will send the cannonfodder SCREAMING in the other direction, and the dow nright nasty .30/06 ammo (a round
usually relegated to sniper rifles these days) w il l give even Agents pause.6:6:6:6: This is the shotgun the Soldier Mooks in the lobby gunfight scene use. Trinity steals one awayfor a brief time. It is a semi-automatic weapon as opposed to pump action.7:7:7:7: This a pump-action weapon with a pistol-grip. I figured that if I had to take away one shot perturn, then I might as well do something nice in return.
Revolver:Revolver:Revolver:Revolver: Takes 2 rounds to reload (if attempted in one round, this counts as 2 actions and aDexterity check much be made not to drop the shells).
AutoloaderAutoloaderAutoloaderAutoloader: Takes 1 action to reload. Note I said action as opposed to turn here.Submachine Gun:Submachine Gun:Submachine Gun:Submachine Gun: Fully automatic weapon using pisto l ammo. Takes 1 action to reload.
Assault Rifle:Assault Rifle:Assault Rifle:Assault Rifle: Fully automatic weapon using rifle ammo. Takes 1 action to reload.Light M achine Gun:Light Machine Gun:Light M achine Gun:Light M achine Gun: Youd have to CRAZY to carry this around in the Matrix. But, then again...
The B.A.R. uses magazines that 1 action to reload, but the M -60 is belt fed, and that takes 2D6rounds (@1 turn) ( to load in a new belt when it runs out. (The belt runs out on a complication.)Shotgun:Shotgun:Shotgun:Shotgun: shoot it , boy, r ight now ...budum, budum, budum...ahem...excuse me. When used with
buckshot, these provide +1D to hit. Requires 1 action per 2 shells to reload.
-
8/3/2019 The Matrix - RPG Basic Rules
32/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
32
VI. THEMACHINES
THE MECHANIZEDWORLD
LEVIATHAN:LEVIATHAN:LEVIATHAN:LEVIATHAN: THE GLOBALTHE GLOBALTHE GLOBALTHE GLOBALNEURAL NETNEURAL NETNEURAL NETNEURAL NETWhen the Mechanized Revolt began in theearly 21st century, the infrastructure for amechanized world was already in place.
Global communications providedinstantaneous links betw een the mostpowerful computer systems on the planet. It
did not take long for the Machines' collectivemind (sometimes referred to as the
Sentience) to colonize existing computersystems and turn them toward its ow npurpose.Over the past two centuries, the Machines
have refined the old technology to a pointthat the old computer designers onlyimagined. New satellite communications
offer speed that makes fiberoptic routesappear as efficient as a str ing between two
cans. Processor power exceeds what eventhe most visionary humans once believed to
be physically possible.The Matrix is only one part of the Leviathan,
as it is know n in Zion. The Leviathan isactually the physical infrastructure that linksall the local neural networks, powerplants,
robots and satellites. A complex system ofPAC's (photon-accelerated cables) and
satellites serve as its arteries and nerveendings. If one part of the system
malfunctions, another kicks in to cover theloss. For all intensive purposes, it is the
Sentience, or hive mind, of the M achines.
NODES: LOCAL NEURAL NETSNODES: LOCAL NEURAL NETSNODES: LOCAL NEURAL NETSNODES: LOCAL NEURAL NETSThe Leviathan is split into thousands ofsmaller neural networks, often referred to asNodes. These local nets administer regional
communications betw een robo ts, computersand the Matrix. Each node hosts a subset ofthe Matrix, which is both global and local atthe same time; inside the Matrix, nodes are
represented by cities--connected, butphysically discreet. This system allow s full
interconnection but permits the Machines toshunt a particular node if it show signs of
malfunction (or human rebellion). It alsoallows for instantaneous transfer of all datafrom one node to another if one is shut
down.
POWERPLANTS/FARMSPOWERPLANTS/FARMSPOWERPLANTS/FARMSPOWERPLANTS/FARMSMost nodes are formed around Pow erplants,or Farms, where humans (derogatorily
referred to as "Coppertops") live imprisonedin stasis pods (and the Matrix), providing the
Machines with the power they require.Farms are heavily patro lled by Sentinel
robots and maintained by Janitors andSpiders. They are the very li fe blood of the
Leviathan and their maintenance is ofupmost importance.
NURSERIESNURSERIESNURSERIESNURSERIES
Most nurseries are giant caverns fi lled withrows of clone pods, spreading in everydirection. It is here that the Machines
recombine genetic material from DN A-banksto produce new generations of batteries.
When clones reach the appropriate age, theyare implanted w ith a complex system of
cybernetics that allow s life in the Farm podsand access to the Matrix. Nurseries are
tended by massive Nurse-robots, Janitors,and Spiders and heavi ly guarded by securitysystems and Sentinels.
ROBOT FACTORIESROBOT FACTORIESROBOT FACTORIESROBOT FACTORIESRobot factories exist throughout the globe,working endless to refine and produce newrobots. They too are heavily guarded, as
Zion has recently taken to raiding thefactories and looting them for whatever
technology and weapons they can find.
SATELLITES& SPACE STATIONSSATELLITES& SPACE STATIONSSATELLITES& SPACE STATIONSSATELLITES& SPACE STATIONSWhen the Machines took over, the first thingthey colonized was the global satellite
-
8/3/2019 The Matrix - RPG Basic Rules
33/35
The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game
33
system. Thousands of satelli tes remain in
orbit and the Machines launch new ones ona regular basis. Most of the existing satellites
are arti ficial intelligences themselves.There also exists a few space stations sti ll in
orbit, but they are mostly abandoned. The
machines have little use for them andperceive them as an inefficient use ofresources. There is talk among some of theResistance about recolonizing them for
human use.Legend has it that there is a base on the
moon that was fully established by humansbefore the Machines took over. Some saythat those humans managed to cut theircommunications before the Leviathan could
spread to their systems. If there is any truthto these rumors remains to be seen.
THE MATRIXTHE MATRIXTHE MATRIXTHE MATRIXTHE (unTHE (unTHE (unTHE (un)REALITY)REALITY)REALITY)REALITYThe world in which most humans live outtheir entire lives is nothing more than an
illusion. It is simply a computer programmade up of variables, sub-routines and
electronic files. But to them, it isunquestionably real. In the Matrix, people
feel, taste, smell, see and hear with the clarityof humans in the Real World. They grownfrom infants to adults, experiencing all the
joys and pains of the human condi tion, as ithas been for the species' entire history.
The Matrix i tself functions as a perfect mimicof the Real World. The physical laws of the
universe are hardwired into the system:gravity, time, entropy, relativi ty, electro-
magnetics. Though it can, with great effor t,change objects of the Matrix, the Sentiencecannot alter these physical laws. It is
imprisoned by them just as the humans arewithin their stasis pods.Some of the Human Resistance havediscovered that these laws are as il lusionary
as everything else in the Matrix. With thisknow ledge, they are able to unlearn their
expectations of the physical world and,while in the Matrix, perform formidablefeats that even the Machine and its minions
cannot mimic.
CHANGESIN THE MATRIXCHANGESIN THE MATRIXCHANGESIN THE MATRIXCHANGESIN THE MATRIXThe Sentience can change the software
objects of the Matrix, but only w ith a greatexpenditure of energy and at the risk ofcorrupting existing softw are. However, inextreme cases, such as when it must cover up
a glitch to avoid the possibility of a humanrealizing the reality of the Matrix, theSentience wil l exert the effort to change the
Matrix. Doors may appear and disappear;buildings may have one less floor; clocks
may progress though the humans won'trealize time is passing ("lost time"). Often,sensit ive humans in the Matrix wil l recognizea change is taking place by experiencing "dejavu", the feeling of re-experiencing a moment.
ACCESSACCESSACCESSACCESSThe Human Resistance has discoveredmethods for hacking into