II.
CHARACTERS TEMPLATES
In order to play The Matrix RPG, you'll need a
character. The first thing you need to decide is
whether your character was Resuscitated from the Matrix
or if they are Freeborn. Only Resuscitated
characters have the cybernetic implants to jack back into
the Matrix.
You can select one from the list below or create your
own.
- Inform:
an autonomous program that uses manipulation and
a vast network of spies and informants to gain
power within the Matrix.
- Guardian:
an autonomous program designed for one specific
purpose, though it may not yet realize the reason
for its existence.
- Resuscitated
Hacker: a member of the Zion
resistance, awakened from the prison of the
Matrix and returning again to fight for the
liberation of humanity.
- Resuscitated
Bodyguard: a soldier in Zion's
army against the Machines, awakened from stasis
and using your abilities to protect your
bretheren within the Matrix.
- Resuscitated
Seer: a gifted child with
exceptional sensory abilities within the Matrix,
often capable of amazing psychic feats.
- Rogue
Program: an autonomous program
within the Matrix that has foresaken its initial
command code and developed a unique, individual
identity and agenda.
- Freeborn
Operator: a 100% pure child of
Zion, born free to liberated parents, your man a
hovership to assist the resistance hackers when
they return to the Matrix to battle the Machines.
- Freeborn
Hovercraft Crewman: a gifted
mechanic and hardened veteran that crews the
hoverships that form the front line in the war
against the Machines.
- Freeborn
Soldier: a dedicated defender of Zion,
ready to take arms against the Machines in the
Real World.
Attributes
Each human character has 18 dice to divide among the six
Attributes. At least 1D must be placed in each
attribute 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).
Autonomous programs receive 19
Attribute dice to divide among the Attributes. Up
to 5D may be placed in any one Attribute. The
Attributes are:
Dexterity
Knowledge
Mechanical
Perception
Strength
Technical
Example: Bob is making a
character named Rom, a Resuscitated Hacker. He
decides to create his own template rather than use
the one provided. He comes up with the
following Attributes:
Dexterity: 3D
Knowledge: 3D
Mechanical: 2D+2
Perception: 3D
Strength: 3D
Technical: 3D+1
Note: Once an Attribute is raised beyond
XD+2, it moves to the next dice level (If Bob had
assigned the "pip" in Technical to his
Mechanical Skill instead, it would be 3D, not 3D+3).
Neurals
When in the Matrix, a character has
the ability to exceed the limits of his or her physical
body. With the proper training and strength of
will, an individual will learn that the only limits that
exist in the Matrix are those placed on oneself by the
mind.
Autonomous programs have
sub-routines that may be developed to resemble a human's
Neurals. However, only extremely rare programs are
able to break free of the physical restraints of the
Matrix. Thus, to advance in the development of a
Neural costs a Program twice what it would cost a human
(See Advancement below).
There are three main Neurals that
control an individual's ability to supersede the
"physical" limits.
- Quickness: this score is added to
the Dexterity of the character while they are in
the Matrix. All Dexterity skills are
increased by this amount.
Awareness:
this score is added to the character's Perception
while in the Matrix. It augments any
Perception skills and abilities.
Endurance: add these dice to the
character's Strength dice whenever a Strength
roll is made in the Matrix. Also, these
dice may be added to any roll demanding physical
or mental endurance, such as Willpower and
Intimidation.
Characters begin with 1 die
to divide as the players see fit among the Neural
Abilities.
Example: Bob decides to put
the entire 1D into Rom's Awareness Neural. He
could have also decided to put 1 pip in each
category, or 2 pips in Quickness and 1 in Awareness,
etc.
DETAILS
In order to have a more interesting character, you'll
want to flesh them out a bit. Below are some categories
to consider--appearence, past experience, personal
motivations, etc. Players and GM's should feel free
to create more details for the characters as they see
fit.
Description
Describe your character: How
tall is he? What kind of clothes does he
wear? Does he have any noticeable marks such as
tattoos or scars?
Background
Give your
character a history. How did they come to fight
against the machines? If they were Resuscitated,
what did they do during their life in the Matrix?
How long have they been liberated?
Personality
Is your
character a grouch? Is she impulsive, always
itching for a fight, or is she more thoughtful and
cautious?
Objectives
Almost
every human seeks to end the reign of terror of the
Machines and liberate humanity, but there are many
disagreements as to how to go about this. Some
believe that Jumpers are never justified in killing other
humans while in the Matrix, while others see that as a
necessary means to and end. How does your character
envision defeating the machines, and what will the world
be like then. Also, does he have any personal stake
in the fight? Perhaps a lover is still in the
Matrix or the Machines have killed one's family.
Connection to other Characters
Usually, the character will be serving
aboard a Hovership together. But, some may have
known others for longer periods. They may be
related, or lovers, or even enemies.

CHOOSING SKILLS
Realworld skills
Resuscitated characters
and Autonomous Programs (Informs, Guardians, and Rogues)
begin with 7 dice and Freeborn characters begin with 11
dice to divide among their skills. These are
abilities that they may perform both in and out of the
Matrix. Skill dice may be broken up into 3 pips,
just as Attribute dice.
Matrix skills
These are special skills or
abilities that a character may only attempt while in the
Matrix. In general, they deal with denying the
physical laws of the Matrix.
Characters do not begin with any
Matrix skills. They may be purchased as the
character becomes more experienced. See Advancement
below.
Specializations
Many skills have specializations which
allow the character to focus on a certain aspect of the
skill. If a specialization is taken, a character
may advance in that specialized aspect of the skill at
half the normal cost of advancement. However, uses
of the skill not covered in the Specialization remain at
the base skill level.
Example: Rom has Firearms
at 4D. He decides to take the specialization Firearms:
Submachine Gun to advance to 5D at a cost of 6 CP
rather than 12 CP. Anytime he fires a
submachine gun, he gets to roll 5D, but all other
firearms are used at 4D.
Specializations may be selected at
Character Creation. When this occurs, the
character's skill increases 2 pips for every 1 pip put in
the skill. Note: Characters may not start
with skills greater than 6D!
Specializations are independent of
the skill from which they are derived. If the
player later increases the skill, the Specialization does
not increase. If the Specialization increases,
there is no change in the base skill.
Advanced skills
Some particularly complicated skills
require two times the normal amount of Character Points
to allow for Advancement. They also typically
require some other prerequisite skill.
Flash skills
Tank, I need a pilot program for a
military M-109 helicopter.
-Trinity.
With modern technology, it is possible to upload the
information necessary to carry out certain task directly
into someone's brain. The Operator controlling the
hacker's jumpchair must be the one to upload the skill
file. The uploaded program is very specific and
remains in the person's memory only while they are in the
Matrix.
Characters may temporarily learn a
number of skills equal to their Knowledge dice each time
they are in the Matrix. These skills must be
Specializations. Thus, if a character needs to know how
to pilot a helicopter, the operator will upload Pilot
Helicopter: Military M-109. It takes a number of
rounds equal to the skill level for it to be uploaded.
Autonomous programs are capable
of benefiting from Flash Skills, but typically have no
connection to a source that would upload the file.
However, Autonomous Programs may link themselves to human
Operators through hardlines. Also, agents of the
Machines can receive immediate uploads of necessary
skills.
WAS THE
CHARACTER RESUSCITATED FROM THE MATRIX?
Most the characters in a Matrix
campaign will be individuals who have been resuscitated
from the Matrix by the Resistance. If so, then they
are equipped with the cybernetics that allow them to jack
back into the Matrix with the proper Jumpchair and
communications link to the Matrix mainframes.
Furthermore, each Resuscitated
character begins with 1 point of Chi.
CHI
Chi symbolizes the inner strength and resources of a
character. It also reflects how well they
understand the reality of the Matrix. A character
may spend a maximum of one point of Chi per round to
double the dice values of ALL actions in that round (See Using Chi). Autonomous
programs cannot gain Chi (and therefore, can never use
it).
When a character spends a Chi point it may be regained
immediately after an action or lost according to the
following criteria:
- If the character attempts a relatively difficult
or daring action and succeeds, she automatically
regains the Chi point spent and gains an
additional one as well. (Note: the
action should be risky to the character relative
to their abilities. Shooting a gun out of
someone's hand is not difficult if you have a
Firearms skill of 9D!)
- If the character attempts a difficult or daring
action and fails, she may make a Willpower roll
of Moderate difficulty. If she succeeds,
she regains the lost point.
- If the character attempts a moderately difficult
or tricky action and succeeds, she automatically
regains the Chi point and may make a Moderate
Willpower check to see if she gains an additional
point.
- If the character attempts a Moderately difficult
or trick action and fails, she may make a
Difficult Willpower check to see if she regains
the point.
- If the character succeeds as a relatively easy
task by using the Chi point, she may make a
Difficult Willpower check to regain the point and
does not gain another.
- If the character fails a relatively easy task
while using a Chi point, she loses it and may not
make a Willpower check to regain it.
SKEPTIC POINTS
Skeptic points represent a character's doubt or inability
to see the Matrix for what it is. Characters gain
Skeptic Points when they fail miserably or when they fall
into the lure of accepting the Matrix as
"real." Autonomous Programs are immune
from accumulating Skeptic Points.
GM's may also assign Skeptic Points when characters
act cowardly or villainously (such as killing a Coppertop
without reason, abusing his powers in the Matrix, or
allowing some evil act to occur). For each Skeptic
Point that a character has, any attempted Matrix Skill is
a +5 Difficulty. When a character reaches 5 Skeptic
Points, he can no longer attempt Matrix Skills or access
Neurals. At 7 Skeptic Points, the character cannot
operate in the Matrix at all (though he can still enter
Training Constructs with a Difficult Willpower roll.
Shedding Skeptic Points: Characters can
work to lose Skeptic Points with long hours of training
and meditation in a Training Construct (or the Matrix
itself, if they can still access it). For each
Skeptic Point, a character must spend 1 day practice
Matrix Skills and Neurals (i.e. testing the
"reality" of the Matrix) and make a Moderate
Willpower roll. If they fail the roll, they must
spend another day and make another Willpower
Attempt. This continues until the Willpower roll is
successful.
(Note: These points serve much the same function
as Dark Force Points and Hero Points in other D6 games,
except Skeptic Points cannot be spent to augment
actions. Due to the genre of The Matrix, heroes may
act "villainously" from time to time. It
is up to the GM to decide if Skeptic Points are
appropriate).
ADVANCEMENT
At the end of each adventure, players will usually be
rewarded Character Points at the end of an adventure by
the Game Master. They may keep these CP's for later use or spend them on
learning skills.
Increasing skill levels
Skills increase by "pips"
(e.g. from 3D to 3D+1, to 3D+2, to 4D).
For normal skills, it costs a number
of Character Points equal to the current dice value of
the Skill. Thus to advance from 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
2 CP's). To learn a new skill, the character must
spend 3CP's to get the skill at a level equal to
the controlling Attribute.
Example: Rom has Firearms
at 4D and wants to increase it to 4D+2. To do
so, he must spend 8 CP.
Matrix Abilities cost 2 x their
current dice value. To learn a new Matrix
ability, the character must pay 6 CP.
Learning new skills
As per Star Wars rules.
However, characters that can jack into the Matrix can use
simulations to learn faster and without a live
teacher--provided they have access to the appropriate
software.
Improving attributes
For normal attributes use the standard
Star Wars rules (10x current dice value).
Neurals cost 5 x their current dice
value. If a character with 0D in a Neural Ability
wishes to learn one, he must pay 10 CP. Autonomous
programs must pay twice this amount.
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