| The Resistance THE REAL WORLD
BIRTH OF THE RESISTANCE:
AWAKENINGS
When the Matrix was first built there was a man
born inside that had the ability to change what he
wanted, to remake the Matrix as he saw fit. It was
this man that freed the first of us and taught us the
secret of the war; control the Matrix and you control
the future.
-Morpheus
For decades, the human Resistance believed that the
founder of Zion was a man that had been born in the
Matrix. This man, known as Prine, had the ability
to see the prison for what it was and alter its code at
will. Prine freed other humans from the Matrix and
organized the Resistance. Prine taught the other
Resistance fighters what he could, though no one could
match his ability to control the Matrix.
When Prine died, the Oracle prophesied that there
would come another with the ability to overcome all
limitations of the Matrix and control it at will.
Resistance Hackers now regularly hack into the Matrix and
the numbers of Zion are growing. Some would say
that the hope of a free humanity is becoming a reality.
Recently, rumors have surfaced that Prine was not the
first such gifted human to escape the Matrix.
Rather, he was one in a series of "Ones" that
appear periodically within the Matrix. Each of
these "Ones" are anomolies whose minds reject
the illusions of the Matrix and can manipulate its
code. The "Ones" carry within them
essential command codes that are used to re-establish
each new generation of the Matrix.

If these rumors are true, then much of what the
inhabitants of Zion believe is false. They are not
the first, organized resistance to the Machines, but the
sixth. It would mean that the choices they made--to
escape the Matrix, found a free city, and fight the
Machines--were merely illusory. It would mean that
they were not exercising free will, but rather were
simply rats running labyrinths established by the Machine
masters.
Yet, even if these dark revelations prove true, many
in the Resistance believe that this knowledge will permit
them to break the cycle. The humans can exert their
free will, fight back the tide of Machines, and once
again become the masters of their own destinies.
ZION:
BASTION CITY OF THE RESISTANCE
TANK: If this war ended tomorrow,
Zion is where the party would be.
NEO: It's a city?
TANK: The last human city.
The only place we got left.

In the desert of the Real, most humans have been
forced to live underground, deep beneath the cities in
which humanity once thrived. In subterranean
caverns, the Resistance has managed to establish a
community consisting mainly of Zion Proper--a city of
caverns and environmentally sealed pods and subsections
all inter-linked. Many of these subsections have
the feel of small villages, orbiting a central
"spire" of crosswalks and thoroughfares.
Zion itself is protected by a series of sentries and EMP
pulse weapons designed to keep any robotic invaders at
bay. Hunting groups regularly patrol the area and
disable any Sentinels that begin sniffing too close to
one of Zion's gates.
The Mainframe: Early Resistance fighters
stole enough technology to design their own supercomputer
within Zion's walls. While it does not match the
complexity or power of the Matrix computers, the Zion
Mainframe is a formidable tool upon which the Resistance
relies. The Mainframe not only provides Operators
with necessary codes (cracked through encryption-decipher
programs) and Construct code (to provide weapons and
training to Hackers), but it also manages and safeguards
Zion itself. Only those with a proper access code
can pass through Zion's security gates. The
Machines obsessively hunt for these codes, believing that
they provide keys to Zion's gates and could open the
Resistance to destruction once and for all.
The Children of Zion:
NEO: You don't have...
TANK: Any holes? Nope. Me and
my brother Dozer, we are 100 percent pure,
old-fashioned, home-grown human. Born
free. Right here in the real world. Genuine
child of Zion.
Not all of Zion's inhabitants were freed from the
Matrix. Some survivors managed to eke out an
existence before the initiation of the Resistance.
Others have been born to freed or freeborn humans.
The Children of Zion are a resourceful and resilient
bunch, usually playing with old circuit boards and hover
thrusters as kids. They learn quickly to work as a
team and for the good of the group. The survival of
all may depend on the actions of one. Most learn to
pilot hoverships or serve as an Operator to assist the
Resistance Hackers in their fight against the Machines.
Ironically, they tend to be more lighthearted and
optimistic than many freed from the Matrix. Most
carry a spark of optimism and open friendliness that
Resuscitated individuals lack after the shock of their
awakening.
The Society: Zion's population currently
consists of approximately 250,000 inhabitants. The
community exists through hard work, sacrifice and more
than a little luck. All citizens contribute and all
temper what they take away. Since birth, each Zion
child realizes that the existence of all may depend on
the actions of any one. Still, Zion functions like
many human communities: there is trade, entertainment,
education, romance and intrigue. While there is
very little crime because the group pressure and
strict need for survival keeps anti-social behavior to a
minimum. Only rarely will a citizen receive
punishment and then can almost always be
rehabilitated. In Zion, the ultimate punishment is
banishment to the world above (and almost certain death),
but such a dire act has not yet been required.
The Government: Zion is governed by a
Council, which consists mainly of well-respected
elders. The elders are elected by the general
populace, but political stategizing is kept to a
minimum. The Council oversees the daily functions
of Zion, passes down rules of law, allocates resources,
and has the final say in security issues. The
Council entrusts the defense of Zion to the Security
forces, who are responsible for the deployment of Zion's
defenses, the hovership fleet, and excursions into the
Matrix. Zion Security is headed by a single
Commander. Next in the chain of command are the
hovership captains, who are usually given wide discretion
in their field operations and Matrix runs.
RESISTANCE
FIGHTERS
The continued existence of Zion depends upon the
successes of the Resistance fighters. All citizens
of Zion are in some way part of the Resistance.
Only a select few, however, serve aboard the hoverships
and hack into the Matrix. These talented individual
are given a special place in Zion society. In a
communitarian society such as Zion, this rarely
translates into tangible benefits (all must work, all
must share, all must endure) but it is easy to see the
respect in the eyes of their fellow citizens or the
outright admiration of the children.
Other elements of the Resistance attack the Machines
through means other than the Matrix. Small raiding
parties attack robot factories or farms to acquire
equipment or intelligence. Others scout the
surface, looking for useful salvage or other
survivors. Still others pepper the Machines with
assaults, to keep their resources spread and attention
distracted. Together, the fighters form a cohesive
whole with the singular goal of freeing humanity.
FACTIONS
Even the citizens of Zion can disagree. When they
do, they tend to do it loudly, with much debate and
waving of hands. Since Zion fights to free the
minds of humanity, it holds to a strict protection of
self-expression and group participation. It
functions as a very pure democracy that often resembles
the town hall meetings of early Puritan settlers in
America.
And like any group that may disagree, the citizens of
Zion sometimes split themselves into factions.
Rarely do these divisions cause permanent discord.
But sometimes a dissent may begin to disrupt the function
of the group and, thus, risk the destruction of
all. Typically, these problems are addressed and
mediated. An act of secession or banishment has
never been required. But, as Zion grows, opinions
on how to handle the war and manage the affairs of the
freed humans may expand as well. It will require
skilled leadership to keep the peace at home.
There is wide disagreement about the nature of the
"One", and whether such a messiah figure
actually exists. Even many who believe in the One's
capabilities refuse to entrust the fate of Zion in a
single hacker. Some believe he is merely a highly
skilled hacker while others subscribe to a nearly
religious faith that can brink on zealotry.
RESUSCITATION I didn't say that
it would be easy, Neo. I just said that it would be
the truth.
-Morpheus
The Resistance typically tries to free only children
and young adults from the Matrix. Adults have been
too indoctrinated and hopeless inured by the system and
their minds often cannot let go of the
"reality" they knew. Thus, the Resistance
frees adults only in rare cases, where the balance of the
war or the survival of the person is involved.
For either, the shock of Resuscitation is
profound. Imagine waking up one day, cold, in pain,
and so weak you cannot lift your arms. You discover
the world you knew--your family, friends, schoolmates,
lovers--never existed as anything more than computer
code. The point of your existence, thus far, has
been nothing more than to serve as an energy source for
your captors.
Rehabilitation of Resuscitated individuals is a long
and arduous process. Many of the cybernetic
implants must be removed and others must be
modified. Muscles must be stimulated with tiny
electric shocks in order to function again. Many
individuals require extensive physical therapy in order
to learn basic motor functions. The psychological
trauma may be immense, and many suffer from depression,
anxiety and even psychosis.
And all of this pain and hard work results in their
introduction into the real, "free" world:
continual cold, hunger and fear for one's
life. More than a few of the Resuscitated have
wondered why they didn't refuse to be freed when offered
the chance.
TECHNOLOGY
Zion and its inhabitants depend on a strange mix of the
primitive and technologically advanced. The Zion
mainframe, hoverships, and jumpchairs are but a few
examples of the complex machines and computers Zion
citizens rely upon. At the same time, they have
rediscovered many skills lost by humans in the 20th and
21st centuries. They craft needed tools and clothes
from hand; they hunt, collect, build shelter, and fend
against intruders both robotic and animal. An
anthropologist would wonder at the old traditions and
religious overtones that have begun to crop up, and would
likely categorize them as "neo-primatives."
ACCESSING THE
MATRIX
NEO: This isn't real?
MORPHEUS: What is real? How do you
define real? If you're talking about your
senses what you feel, taste, smell, or see, then all
you're talking about are electrical signals
interpreted by your brain.
Dial-up Reality: The Human Resistance
regularly hacks into the global communications grid to
monitor events in the Matrix and the activities of the
Machines. Some of the Resistance, those who have
been resuscitated, can project their minds back into the
Matrix. Once there, they can "physically"
interact with other humans (or their RI's) and the
software of the Matrix itself. Hacking often occurs
on Hoverships that must be within 5 kilometers of a Node
or Communications Router. Resuscitated hackers use
"Jumpchairs", specially modified devices that
connect the hacker's cybernetics to the comm system and
projects them into the Matrix.
Projecting an RI into the Matrix requires an open
communications port in the Node. Inside the Matrix,
these comm ports are symbolized by telephones with
"hard lines"--cabling that leads into the
"city's" telecommunications grid. The
Machines rely on these hard lines to access the Matrix as
well (otherwise, they would cut them all).
Hard-line telephones are found throughout the cities,
apparently somewhat at random. When a Hacker enters
the Matrix, they will appear adjacent to the hard-line
phone and when they wish to leave, they must be holding
the receiver.
Communication to and from the Matrix is simpler.
Hackers may use any phone (table-top, cellular, pay
phone, etc.) to communicate with the Operator on their
hovership. However, these calls may be monitored
and traced by the Machines, in both the Matrix and the
Realworld (spelling danger for both those in and outside
the Matrix).
STRANGERS IN
A STRANGE LAND
The Matrix is a system, Neo, and that system is
our enemy. When you look around, what do you
see? Businessmen, lawyers, students. People.
Everywhere you look, there are people.
Somewhere else, somewhere in the future they may be
human beings but here these people are a part of the
system. That makes every one of them our enemy.
It is important to understand that if you are
not one of us, you are one of them.
--Morpheus
Many of the Resistance Hackers have a hard time of it
when they return to the Matrix from the real world.
Friends, love ones, colleagues, neighbors--all are
nothing more than electronic representations of bodies
floating in pods, feeding the power cores of their
captors. Schools, offices, favorite restaurants
become empty shells and facades. All of the
Hacker's old life is revealed as nothing more than an
elaborate lie.
It is easy, then, for weaker minds to fall back into
old habits. They may try to contact old friends or
family, become caught up in the physical pleasures of the
Matrix, or become to trusting of its colorful
illusion. When this happens, the Hacker puts
himself and, quite likely, all of Zion at risk. As
the Hacker's emotional investment in the Matrix's
representations grows, he will lose his ability to
separate real from unreal and, consequently, his
augmented abilities while in the Matrix.
Characters who begin to get too attached the
"unreality" o f the Matrix should be given
Skeptic Points as the GM sees fit. When a character is
burdened by too many Skeptic points, he will either be
unable to enter the Matrix or thrust into shock if forced
to leave it.
THE
CONSTRUCT
It is our loading program. We
can load anything from clothes, to weapons, to training
simulations. Anything we need.
--Morpheus
The Resistance uses advanced programs, called
Constructs, that resemble the Matrix nearly
identically. Hackers take on their residual images
and physically interact with their surroundings. The same
laws of physics that govern the Matrix also apply in the
Construct. The main difference is that an Operator
has complete control over the Construct: he may change
environments, load training simulations, or provide
equipment.
When Hackers are going to make a run, they plug into
the jumpchairs and are projected into the
Construct. The Operator then dials the hard-line
used to gain access to the Matrix and copies the code
which constitutes the room or area in which the hard-line
exists. The copied code is then recompiled around
the Hackers in the Construct. The Operator then
inserts the copied room and his Hackers into the Matrix,
merging the code together seamlessly. At that
point, the Hackers are in the Matrix with any equipment
loading while in the Construct.
It is important to note that while the Construct
provides a useful training tool for Hackers, it cannot
completely replicate the experience of being in the
Matrix. While it helps to begin freeing the mind of
a Hacker, only tests of character and faith, under the
full duress of life in the Matrix, can truly lead to the
enlightenment of a mind. In game terms, Hackers may
spend Chi while in the Construct, but cannot regain them.
HACKING THE
MATRIX
MORPHEUS: How did I beat you?
NEO: You -- you're too fast.
MORPHEUS: Do you think my being faster,
stronger has anything to do with my muscles in this
place?
Neo is frustrated, still unable to catch his
breath.
MORPHEUS: Do you believe that's air you
are breathing now?
All Hackers develop some skill at manipulating the
Matrix. They learn to move more quickly, strike
with more force, or perceive beyond their normal
limits. But only the truly talented manage to hack
the Matrix in any substantial way. These spiritual
descendants of Prine learn to augment their physical
abilities and, ultimately, alter the fabric of the Matrix
itself.
When Hackers affect the Matrix, they usually do it in
a fairly unconscious manner. Rather than thinking
"I'll alter this section of code to delete this
door," the Hacker simply wills the door to be
gone. Thus, Matrix hacking is different than
old-school code hacking. It represents the pure
hybrid of textual coding and human perception. For
example, when a baseball player catches a fly ball, he
does not consciously calculate the trajectory, speed, and
force of the ball. He simply moves, puts up his
glove, and catches it (or not). Similarly, most
Matrix hacking is an act of perception, decision, and
action: bullets speeding towards you; willing the bullets
to stop; observing the bullets halt in mid-air.
Any significant hacking in the Matrix is likely to be
noticed by the Machines. It will probably register
as a "blip" in the system and scans will begin
immediately. Counter-measures or
anti-"viral" techniques (like Agents) may be
deployed. The likelihood of detection increases
with the changes effected. Thus a minor alteration
(like unlocking a door or changing hair color) will
likely go unnoticed, while more substantial changes (like
deleting a door or complete transformation of the RI)
will send off all sorts of bells and alarms.
FREEING THE
MIND
SPOON BOY : Do not try
to bend the spoon. That is impossible.
Instead, only try to realize the truth.
NEO: What truth?
SPOON BOY: That there is no spoon.
Neo nods, staring at the spoon.
NEO: There is no spoon.
SPOON BOY: Then you will see that it is
not the spoon that bends. It is only yourself.
Successful Hackers (i.e., the ones that manage to stay
alive) all progress along a path of enlightenment.
Each hopes to "free" his mind from its limiting
conceptualization of the Matrix. Obviously, some
make greater strides than others. Some accept their
limitations and still serve vital functions as members of
the Resistance. While their skill inside the Matrix
may be limited, their bravery and dedication serve the
cause.
Others, however, continue on this path of
enlightenment. Ultimately, it involves the complete
understanding--from balls to bones--that everything in
the Matrix--everything--is only perceived reality.
There is no ground, no buildings, no sky. Even
one's own body is a falsehood. The enlightened
Hacker understand that he himself is only code, floating
through a sea of code, interacting and separating.
Discrete and unified. Through this connectedness,
the Hacker can learn to remake the Matrix code at will.
DEATH IN THE
MATRIX
NEO: If you are killed in the Matrix, you
die here?
MORPHEUS: The body cannot live without
the mind.
Every Hacker knows the risks when he plugs in and
begins a run on the Matrix. Screw up, have an
accident, get shot and you're dead. The mind makes
injuries received in the Matrix real in the
Realworld. After a fight, bodies will ache and even
bleed. If the body is destroyed in the Matrix, the
mind will believe it and kill the body in the Realworld.
Not even advanced Hackers can stand up to an Agent or
an overwhelming force of policemen. For all their
abilities and enlightenment, most Hackers understand
their limitations and avoid becoming drunk with their own
power. A careless Hacker risks not only his own
life, but that of his teammates and, perhaps, Zion
itself.
It is said that a truly enlightened Hacker, one that
is a true descendant of Prine, can overcome this
limitation--that his Matrix form may be riddled with
bullets, pounded to pulp, or incinerated to ash and his
mind will live on. Whether this theory is true
remains to be seen.
RESISTANCE
HACKERS
Members of the Resistance are as varied as people in the
Matrix. Below are some basic examples of Attributes
and Skills for the citizens of Zion.
Standard Hacker
(skills include bonus from the Neurals)
Dexterity: 2D+2 / 3D+2 with Quickness
Neural.
Firearms 5D+2; Dodge: 6D; Martial Arts
5D+2; Running: 6D; .
Knowledge: 3D
Matrix Orientation: 4D;
Mechanical: 2D+2
Drive Automobiles: 4D; Drive
Motorcycles: 4D; Pilot Hovercraft 3D+1; Mounted Weapons:
3D; Communications 4D+1
Perception: 2D
Search 3D; Stealth 3D+2; Con: 3D; Hide
3D+1
Strength: 2D
Climbing: 5D; Jumping 4D; Stamina 6D;
Swimming 4D.
Technical: 3D+2
Mechanics 4D; Computer Ops/Program 5D;
Computer Repair 5D; Electronics 4D+2; First Aid 3D+2;
Demolitions 4D.
Neurals:
+1D Quickness and +1D Endurance.
Matrix Skills:
Hack the Matrix 3D; Speed 3D.
Equipment: Highly variable when in the
Matrix. Usually has access to any gear which may be
provided through the Construct program. Almost
always armed with a Pistol (4D), plenty of ammo and a
cell phone.
CHI: 1
Character Points: 5
Standard Operator and Hovership
Crewman
Dexterity: 2D+1
Firearms 3D; Dodge: 3D; Running: 3D
Knowledge: 3D
Matrix Orientation: 5D; Cultures-Zion:
4D; Value-Zion Markets 4D; Sciences: 4D
Mechanical: 3D
Pilot Hovercraft 4D; Mounted Weapons:
3D+2; Communications 5D; Sensors 4D.
Perception: 2D
Search 3D+2; Stealth 2D+2; Con: 2D+2;
Investigation-3D+1; Gambling: 3D.
Strength: 2D+1
Climbing: 3D+1; Stamina 3D+2
Technical: 3D+2
Mechanics 4D+2; Computer Ops/Program
5D+1; Computer Repair 5D+2; Electronics 5D; First Aid
4D+2; .Salvage: 4D+2; Weapons Tech: 4D; Cybernetics: 4D.
Equipment: On board a hovership, Operators
will have access to the superfast computer designed to
hack into the Matrix as well as all the tools required to
maintain or upgrade the hacking gear and the hovership
itself.
Character Points: 5
Standard Zion Resistance Fighter
(Pure born)
Dexterity: 3D
Firearms: 6D, Dodge: 6D,
Martial Arts: 5D, Heavy Weapons: 4D
Knowledge: 2D+2
Tactics: 4D; Navigation-Subterranean:
4D; Survival-Subterranean: 4D
Mechanical: 2D
Pilot Hovercraft: 4D; Communications
3D; Sensors: 3D+1; Mounted Artillery: 4D, Operate
Exoskeleton: 4D.
Perception: 3D
Search: 4D, Intimidation:
4D, Stealth: 4D
Strength: 4D
Jumping: 4D+1; Climbing:
4D+2; Lifting: 4D+2; Stamina: 5D.
Technical: 2D+2
Demolitions: 4D, First
Aid: 4D; Salvage: 3D+2; Weapons Tech: 4D
Equipment: Often a ragtag collection of
weapons and armor, much of it scrounged from destroyed
Machines.
Character Points: 5
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