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    The Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing GameThe Matrix Role-playing Game

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    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

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    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

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    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]
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    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.

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    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.

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    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

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    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:

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    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

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    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:

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    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,

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    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.

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    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

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    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.

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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. 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

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    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

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    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

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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 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

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    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

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    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.

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    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

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    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.

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    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

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    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.

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    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

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    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

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    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.

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    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

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    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.

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    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

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    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