| Table of
Contents Attributes |
III. ATTRIBUTES AND SKILLS Many of the skills that are used in The Matrix RPG are exactly the same as those used in the Star Wars RPG. However, I have made a few changes. The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the Star Wars rulebook). Attributes:
|
Acrobatics
Time Taken: One round
Specializations:Tumbling, Balancing, Swinging
Acrobatics is used whenever a
character attempts to make an unusual or difficult maneuver with
her body. A character may attempt an Acrobatics check if they
fall or are thrown to the ground to roll to her feet or avoid
damage (roll Acrobatics versus the damage. If the Acrobatics roll
is higher, subtract the difference from the damage taken).
Acrobatics may also be used in combat.
If a character uses Acrobatics during combat they can potentially
reap one of the following benefits:
Brawling
Time Taken: One action.
Specializations: none.
Difficulty: Very Easy (5)
Brawling covers basic hand-to-hand
combat. It is less graceful than Martial Arts, but can be
equally effective. A character will do an amount of
damage equal to his Strength + 1D per Effect Value (10 over the
Target Number).
Note: Brawling may be taken under
Strength of Dexterity.
Dodge
Time Taken: One round.
Specializations: None.
Dodge is the art of getting out of the
way. A character need only make one Dodge roll per
round. The result becomes the base difficulty for anyone
shooting or throwing anything at the character. Thus, if a
character makes a Dodge roll resulting in 20, enemies will need
at least a 20 to hit the character. The Dodge result replaces
the base difficulty, thus a bad Dodge result can put the
character in a worse position than if he had just stood
still. Dodge may also be used to get out of the way of
other objects that are not purposely aimed at the character, such
as falling boulders, careening busses or out-of-control
skateboarders.
Firearms
Time Taken: One round.
Specializations: Particular weapons types. For
example, Firearms: Rifles.
Difficulty: Depends on Range.
With Firearms, a character is familiar with
aiming a gun and pulling the trigger. As you might imagine,
it's quite popular among Matrix Hackers.
Heavy Weapons
Time Taken: One action. Most heavy weapons
cannot be fired more than once per round.
Specializations: Particular weapons types. For
example, Heavy Weapons: Grenade Launcher.
Difficulty: Depends on Range.
Heavy Weapons represents the serious
military-style armament that normal citizens will never see, let
alone use. It includes mortars, grenade launchers, rocket
launchers, and heavy machine guns (like M60's). While the
ability to cause an immense amount of damage is attractive to
many Matrix Hackers, these weapons are often quite difficult to
conceal and therefor are rarely carried..
Martial Arts
Time Taken: One round.
Specializations: none.
Difficulty: Easy (10) to land a simple blow.
Difficulty increases with Special Manuevers (see below).
Martial Arts covers the study of
unarmed hand-to-hand combat. Many of the Resuscitated use
programs to train in an amalgam of styles. Characters may learn
one special move for each pip above 2D that they advance. If they
decide to learn a special move, they must also pay an additional
5 Character Points upon learning it.
For example, Rom, a Resistance Hacker,
has a Dexterity of 3D and 16 Character Points. He wants to learn
Martial Arts. He jacks into a training program and spends the 3
Character Points necessary to learn a new skill. When he is done,
he has Martial Arts at 3D. He doesn't have enough Character
points to learn 3 special moves, so he only learns two, paying an
additional 10 CP. He can learn another special move when he has
more Character Points.
SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.
Missile Weapons
Time of Use: 1 action.
Specializations: Particular archaic missile
weapons: Bow, Crossbow, Slingshot, Dartgun, etc
Running
Time of Use: 1 action.
Specializations: none
Difficulty: Easy. May be increased if there
are obstacles or the character is burdened.
Running includes not only the ability
to move your feet rapidly, but also of avoiding objects and
stumbling while you are doing so. Running is often one of
those essential skills for avoiding becoming dead.
Throwing
Time of Use: 1 action.
Specializations: Particular objects: grenades,
spears, shoes.
This covers the hand-eye coordination required
to pick something up and hit a target. Difficulty depends
on whether the object was designed to be thrown and range.
Bureaucracy
Time of Use: 1 round to several hours.
Difficulty: Easy. May be increased for particularly
obscure or secret bureaucratic information.
This character has an unfortunately
advanced knowledge of how bureaucracies work. They will
know who is in charge of what duties, where paperwork is kept,
and what processes must be followed to get something done in a
bureaucratic chain of command. Every species has its own
kind on bureaucracy, and a smart individual can learn how to use
it to his advantage. The nature of the Machines lend them
to an almost supremely bureaucratic structure and division of
labor. In the Realworld, characters may use this skill to
discren the various functions, access, security and, perhaps,
weaknesses, of the various robotic castes.
Business
Time of Use: usually ongoing.
Difficulty: Moderate for most matters.
This character knows how economic
principles can be best applied to a given situation. They
can organize profit-making ventures, find appropriate contacts,
and recognize needed resources.
Cultures
Time of Use: 1 round to several minutes.
Specializations: Particular cultures.
Difficulty: Easy for commonplace practices or
beliefs. Add Difficulty as the knowledge becomes more
specific or arcane.
Cultures represents a character's
knowledge regarding other societies and their structures,
beliefs, and practices. It can be used as an insight into
motivations or to act appropriately when faced with a person of
that culture. A character may also use this skill to
quickly blend in with local groups and attempt to pass herself
off as a native.
Education
Time of Use: 1 round to several hours.
Specializations: Particular areas of study.
Difficulty: Variable depending on the detail of the
knowledge or how commonly such knowledge is available.
Education indicates the depth of the
character's academic background. Characters may make
Education checks in areas that require general knowledge, such as
Geography, History, Greek mythology, basic mathematics,
etc. This differs from Social Sciences, Life Sciences and
Physical Sciences in that the knowledge is not generally
applicable to real problems in front of the character--it only
indicates that the character has a very general knowledge.
The table below gives a rough idea of what
each level in Education represents. Note that it is not necessary
to go to college to have a level 3 or 4 Education, it just means
that the character has invested time in learning on his own
(in fact, lots of people who graduate from college never paid
much attention and might only have a level 2 Education).
| # of Education Skill Dice |
Schooling Equivalent |
| 1 | Elementary School |
| 2 | High School |
| 3 | College |
| 4 | Post-graduate studies |
| 5 | Advanced studies |
| 6 | World reknowned scholar |
| 7 | Revolutionary scholar |
Geography
Time of Use: 1 round.
Difficulty: Easy for basic geographical information.
Difficulty increases for lesser known or conflicting information.
Specializations: Particular regions (North America,
Southeast Asia, the Moon, etc.).
Geography covers the knowledge of
places and their characteristics in the world. A skilled
geographer will know such common knowledge as capitals and
borders, as well as more esoteric information such local
curiousities and perhaps even secret routes or sacred
places. This skill also includes familiarity with
electronic and computer devices, such as GIS software and GPS
transceivers.
Intimidation
Time of Use: 1 action.
Difficulty: Opposing roll vs. target (person being
intimidated). Difficulty may be increased given the
circumstances or disposition of the target.
Specializations: None.
This character is skilled at scaring,
bullying, and basically throwing his weight around. It is
most often used to get people to do what one wants out of
fear. Targets may provide information, goods, or
services. Usually, however, the target will bear a grudge
and use of this skill won't win the character many friends.
Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty: Easy for common languages (English,
Chinese, Farsi). Difficulty increases with more rare
languages or dialects.
Specializations: Any Language skill is considered a
Specialization. See below.
When a character selects Lanuguage, he must
choose a particular language in which he is skilled. All
characters are considered to have a Languages skill of 3D in
their native language.
Note: This is different from the
Languages skill as presented in the Star Wars RPG.
Law
Time of Use: 1 round.
Difficulty: Easy for knowing basic
information. Difficulty increases for understanding more
complex legal regimes or employing legal knowledge in a
professional manner (trying a case, etc.).
Specializations: Particular areas of the law:
Enforcement; Torts, Criminal Law, Constitutional Law, etc.
With Law, a character understands how
legal regimes work and what must be done in order to comply with
those laws. Skilled characters may attempt to use the law
to defend themselves (or others), gain access to information, or
have the weight of authority brought done upon another person
(i.e., charging them with a crime). Zion, in the Realworld,
has a different set of laws than those in the Matrix, and
characters familiar with one set of laws may be unskilled in
another.
Matrix Orientation
Time Taken: 1d6 rounds
Specializations:
Matrix
Orientation allows someone who is accessing the Matrix (either an
Operator or a Runner) to know what part of the physical machinery
they are linking into. Furthermore, it allows them to trace
where someone else is accessing the Matrix as well. To use
this skill, the character must concentrate on the target for 1d6
rounds.
Example 1: Rom is suverveilling a possible candidate for Resuscitation inside the Matrix. He uses Matrix Orientation to figure out that the Coppertop's physical body is plugged into the Matrix at the farm node that was once Los Angeles.
Example 2:, Rom and his crew are being dogged by a particularly crafty Agent. They decide to find out where this Agent's program is housed and destroy it in the Real World. Rom uses Matrix Orientation to learn that this Agent's software is kept in the heavily guarded data fortress located in what was Paris.
Sciences
Time of Use: 1 action (to several hours, depending on the
action).
Specializations: Particular fields of study:
Physics, Chemistry, Biology, etc.
Difficulty: Easy (10), but increased for more
complex or obscure scientific theories.
Sciences represents knowledge in
fields such as physics, mathematics, chemistry and biology.
Streetwise
Time of Use: 1 round.
Difficulty: Easy. Difficulty may be increased
if used in a city unfamiliar to the character.
Specializations: May specialize in particular niches
of society (drugs, hitmen, hacking, etc.) or particular regions
(Zion, New York, San Francisco, Paris, etc.).
Streetwise represents a character's ability
to tap into the resources of the darker side of society.
This skill may be used to procure stolen items, contact
assassins, or score some drugs. It may also be used to find
more unsavory and alien creatures and items.
Survival
Time of Use: One roll should represent 1
"event."
Specializations: Particular habitats: Forest,
Jungle, Urban, Aquatic, Desert, Arctic, etc.
A character with Survival may attempt
to endure the rigors of the natural world in a number of
environments and situations. The skill is used when the
character must find food and shelter or take other actions to
survive in the wild. Note that Survival only covers
what is needed for substinence. If you want to build a nice house
like they have on Gilligan's Island, you'd better learn
Craftsmanship: Carpentry or something similar...Difficulty levels
increase when the character is using Survival not only for
himself but to aid others as well.
Tactics
Time of Use: 1 round.
Specializations: Particular types of forces: SWAT,
Agents, Resistance Fighters, etc.
Difficulty: Dependent upon the situation, often as
an opposed roll against the leader of the enemy force.
Tactics is used whenever a commander
attempts to guide his troops into battle. It may also be
used to second-guess an opponent and predict means of attack.
Theology
Time of Use: 1 round.
Difficulty: Easy for common religions.
Difficulty increases for more obscure belief systems or secret
practices.
Specializations: Particular religions: Catholicism,
Buddism, Matrix Messianic beliefs, etc.
Theology represents a character's knowledge
about metaphysical beliefs and their dogmatic counterparts.
The person with this skill is familiar not only with the
underlying beliefs, but also the practices and important
texts and artifacts associated with the religion.
Value
Time of Use: 1 round to
several if the character must research the item.
Specializations: particular types of items (jewelry,
weapons, technology, texts, etc.)
Difficulty: Easy (10). GM's should freely
modify this difficulty, depnding on the obscurity of the item.
Value represents the a familiarity with
the economic value of things--books, real estate, collectibles,
etc.
Willpower:
Time of Use: 1 action.
Specializations: None.
Willpower represents the strength of
the character's mind and ability to resist outside
influences. Characters must make Willpower checks to avoid
temptations, fight the powers of suggestive drugs, and remain
conscious when physically weak or in extreme pain.
Aircraft Weaponry
Time of Use: One round.
Specializations: Weapons on a particular aircraft
type: airplane, helicopter, hovercraft etc.
Aircraft Weaponry covers all weapons
that are mounted on flying vehicles, including hovercraft.
Communications
Time of Use: 1 round.
Specializations: None.
Difficulty: usually Easy (10).
Represents familiarity with various
forms of communication devices and how to best use or repair
them.
Drive Automobile
Time Taken: One round.
Specializations: Particular types of 4-wheeled (or
more) vehicles, such as sports cars, limousines, trucks, etc.
Drive Automobile applies to the
conduction of commonplace passenger vehicles. It won't do you a
lick of good in a tank...
Drive Motorcycle
Time Taken: One round.
Specializations: Particular types of 2 or 3-wheeled
vehicles, such as motorcycles, ATV's, etc.
Drive Motorcycle represents a
character's skill at handling 2- or 3-wheel cycles. Because
of their speed and dexterity, motorcyles are a favored conveyance
among Hackers making a run in the Matrix.
Mounted Artillery
Time of use: One round.
Specializations: Certain weapon types such as:
Gating gun, 20 mm Cannon, Missile Launcher, etc.
Difficulty: Depends on Range (see Combat section).
Mounted Artillery is used whenever a
character is firing a weapon that has been fixed on a land based
vehicle, such as a jeep or hovertank.
Navigation
Time of Use: One to several rounds, depending on the
length and complexity of the course charted.
Difficulty: Easy to Moderate, depending on the
information available to the navigator (charts, compass, current
location, etc.).
Specializations: Particular environments:
Terrestrial, Acquatic, Subterranean, Outer Space, etc.
A character skilled in Navigation may use any
available information to discren her current whereabouts and plot
the best course to arrive at another location. She can read
maps, instruments, perform necessary calculations, correct for
errors, and generally avoid getting lost. Even without
charts and gear, this character may use local cues (such as the
sun or stars) to figure out their location and plot a course of
travel.
Operate Exoskelton
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particularly rough terrain or complicated manuevers may require
higher rolls.
Specializations: Specific exoskeleton models.
With this skill,
the character knows how to use the massive exoskeletons employed
in the operation and defense of Zion. Standing over twenty
feet tall and armed with heavy gatling guns, these exoskeletons
provide a last line of defense against Machine invaders.
While the exoskeletons are rarely used in assaults, they have
proven useful for repelling Squids that have come too close to
Zion's defensive perimeter. Exoskeletons are also used for
heavy construction operations within Zion itself and to lift
large cargos into and out of hoverships.
Pilot Airplane
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particular weather conditions (wind, etc.) and manuevers may
increase difficulty (E.g., trying to keep the heliopter in one
place while someone tries to jump onto the landing gear, etc.).
Specializations: Particular kinds of airplanes, such
as Propeller Airplanes, Jets, etc.
Pilot Airplane
permits a character to perform all the activities required to
pilot planes--including instrument reading and navigation, basic
mechanical checks, the required radio communications, and the
actual piloting.
Pilot Helicopter
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particular weather conditions (wind, etc.) and manuevers may
increase difficulty (E.g., trying to keep the heliopter in one
place while someone tries to jump onto the landing gear, etc.).
Specializations: Particular kinds of helicopters
Pilot
Helicopter permits a character to perform all the activities
required to pilot helicopters--including instrument reading and
navigation, basic mechanical checks, the required radio
communications, and the actual piloting.
Pilot Hovercraft
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particular weather conditions (wind, etc.) and manuevers may
increase difficulty (E.g., trying to keep the heliopter in one
place while someone tries to jump onto the landing gear, etc.).
Specializations: Particular kinds of hovercraft,
such as Hovertrucks, Hovertanks, and Hoverships.
Pilot
Hovercraft permits the use to control any vehicle that relies
on repulsor-lift technology as a means of propulsion.
Pilot Tank or Armored Vehicle
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particular weather conditions (wind, etc.) and manuevers may
increase difficulty (E.g., trying to keep the heliopter in one
place while someone tries to jump onto the landing gear, etc.).
Specialzations: Particular types of armored vehicles
and tanks.
Pilot Tank/Armored Vehicle covers
training in military armored combat vehicles of all types.
Ride Horse
Time of Use: One round.
Difficulty: Easy for basic piloting.
Particular weather conditions (wind, etc.) and manuevers may
increase difficulty (E.g., trying to keep the heliopter in one
place while someone tries to jump onto the landing gear, etc.).
Specialzations: Particular types of armored vehicles
and tanks.
Pilot Tank/Armored Vehicle covers
training in military armored combat vehicles of all types.
Sensors
Time of Use: One round.
Difficulty: Easy. Interference and distance
may increase the difficulty.
Specialzations: Particular scanner types (radar,
motion detectors, etc.)
Sensors includes all skills necessary
to employ sensing instruments, such as radar and other
scanners. It may also be used to devise counter-measures to
such devices.
Bargain
Time of Use: 1 round.
Specializations: Bargaining over certain
items: weapons, food, ships, etc.
Difficulty: Typically an opposed roll against the
other bargaining party.
Bargain represents the
character's ability to haggle over just about anything. In
the Zion, nearly everything is up for sale, and merchants tend to
be shrewd. Without this skill, characters may find
themselves much more than they should for goods and
services. The table below gives general outcomes of Bargain
"battles": If the winner is the buyer, reduce the
"real price" (GM's discretion) by the Price Multiplier.
If the winner is the seller, inflate the price accordingly.
| Winner's Total > Loser's Roll |
Price Multiplier |
| 1-5 | x 1.5 |
| 6-10 | x 1.75 |
| 11-15 | x 2 |
| 16-20 | x 3 |
| 21-25 | x 4 |
| 26+ | x 5 |
Command
Time of Use: 1 action.
Specializations: Commanding certain types of
troops: Infantry, Battleships, Robot Setinels, etc.
Difficulty: Easy to Moderate depending on the
situation. Can be easier or hardier depending on the skill
and morale of the troops.
With this skill, a character can manage,
direct and mobilize others in a wide variety of endeavors.
She knows how to give clear instructions and inspire obediance
and prompt response. In the heat of battle, an able
commander is essential.
Con
Time of Use: 1 action.
Specializations: Certain types of cons:
disguise, fast-talking, forgery, etc.
Difficulty: Opponants may make a Willpower or
Knowledge opposing roll to rat out a Conning player.
Con represents a character's ability to
bend the truth and slide by on fast-talking. It also
includes other ways of being less than honest--disguise, forgery,
etc.
Faith
Time of Use: 1 action.
Specializations: None.
Difficulty: Dependent upon the situation (see
below).
Faith is a manifestation of the
character's ability to believe that the Matrix is nothing more
than an electronic construct. As the character's Faith
grows, they are more likely to be able to resist the false images
the Matrix projects, deflect perceived damage, and trust in their
own ability to control the Matrix. GM's may occasionally
have the characters make Faith checks to see whether they
fall subject to the Matrix's illusions. At times, the GM
may require a Faith Check and set the Difficulty level equal to
the number of Skeptic Points that the character has (generally
assigning 1 Difficulty level per Skeptic Point). At other
times, the GM may create a generic Difficulty level dependent on
the situation (and the "convincing" nature of the
situation in the Matrix).
Gambling
Time of Use: 1 round. Can roll for whole
"games" or gambling events.
Specializations: Particular games: Poker, Blackjack,
etc.
Difficulty: Depends on the game. Generally,
Easy for simple games up to Very Difficult for very complex
ones. Can be used as an Opposing Action against other
gamblers.
Gambling is quite common in both the Realworld
and the Matrix. In the Realworld, there usually exists
little use for money, even in Zion. But goods of like value
or services ("I'll take your turn cleaning the bilge.")
are often thrown in the pot.
Hide
Time of Use: 1 round. May be more for larger
items.
Specializations: Hiding particular objects (personal
items on one's body; caches in the wild; smuggled cargo).
Difficulty: Easy for small items. Difficulty
increases with the size and unwieldiness of items.
With Hide, a character can attempt to
conceal items from the view or discovery of others. A
skilled character may conceal weapons on her body and know
various tricks for fooling detectors; or she may know all the
tricks of the smuggling trade--trap doors, false bottoms, etc.
Investigation
Time of Use: 1 round to several hours or days.
Difficulty: Highly variable, depending on the
circumstance. Easy for general background checks and
research. Difficult for probing into deep, dark secrets.
Specializations: Particular areas of investigation: crime,
forensics, scholarly research, etc.
A character with Investigation has honed her
ability to pick up on clues, follow complex paper-trails, and put
together disparate pieces of puzzles. This skill often
comes in handy for routing out criminals, uncovering secret
motivations behind business transactions, and discovering the
truth behind long, lost secrets.
Multitasking
Time of Use: One round. Use of this skill does
not count as an action.
Specializations: Multitasking certain kinds of
actions, such as shooting and dodging, piloting a hovercraft
while firing weapons, etc.
Multitasking permits a character to
attempt multiple actions without accruing penalties for taking
more than one action in a round. Essentially, this skill
allows the user to walk and chew gum at the same time.
| Difficulty | Result |
| Difficult | One additional action without penalty. |
| V. Difficult (30) | Two additional actions without penalty. |
Perform
Time of Use: 1 round. Can roll for one whole
performace.
Specializations: Particular performance arts:
music, acting, visual art, etc.
Difficulty: Moderate. Vary difficulty
depending on the quality and intricacy of the art attempted.
With Perform, a character can attempt
just about any art form. From song-and-dance to sculpture,
the character can express herself and perhaps make a buck or two
for the effort.
Persuasion
Time of Use: 1 action.
Specializations: Particular forms of persuasive
speech: Seduction, Oration, Debate,
Difficulty: Easy. Targets may make Opposed
Willpower rolls to set a Difficulty.
Persuasion measures a character's
ability to convice others of just about anything. It does
not include the ability to bark orders (see Command), but rather
to debate with logic, appeal to sympathy, and otherwise verbally
convince others to see things the character's way.
Profile
Time of Use: Depends on difficulty (See below).
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 estimates of the target's
emotional and mental state. The longer the skill user
studies her subject, the greater chance she will draw the
appropriate conclusions. The base difficulty is the
target's opposing Willpower check. Additional difficulty
modifiers are as follows:
| Desired Outcome | Difficulty |
| Surface emotions | + 0 |
| Emotions or thoughts the target actively attempting to hide | + 5 |
| Emotions or thoughts that the target is in denial about | +10 |
| Emotions 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. | +10 |
| Spending 5 rounds using this skill. | +5 |
| Spending a full minute using this skill. | +0 |
| Interviewing target (asking personal questions). | -15 |
| Observing the target closely for more than one hour. | -10 |
Search
Time of Use: GM's discretion. It depends on
how large the area searched is and what is being sought.
Specializations: None.
Search represents the character's ability to
pick up on clues, notice little details, and general alertness to
her surroundings.
Stealth
Time of Use: 1 round.
Specializations: Type of habitat in which character
seeks to be stealth: Forest, Urban, Aquatic, etc.
Difficulty: Easy. May be more difficult
depending on the conditions or what the character is wearing or
carrying.
With Stealth, a character attempts to
move unnoticed. This skill includes walking silently as
well as hiding in shadows and blending in with a crowd. A
character using stealth moves at half-speed (walking). To
move quickly while being stealthy, the character must endure
increased difficulty levels (GM's discretion).
Tracking
Time of Use: 1 round.
Specializations: Tracking in particular
habitats: Forest, Jungle, Urban, Subterranean, Desert,
Arctic, etc.
Difficulty: Easy to Difficult depending what
is being tracked and where.
Tracking represents the skill of
following and catching "prey." This does not
include the ability to kill or trap it (those are different
skills). However, the character can pick up on small
traces, estimate how long it has been since the prey was in the
area, and make educated guesses as to the condition of the
animal.
Brawling
Time Taken: One action.
Specializations: none.
Difficulty: Very Easy (5)
Brawling covers basic hand-to-hand
combat. It is less graceful than Martial Arts, but can be
equally effective. A character will do an amount of
damage equal to his Strength + 1D per Effect Value (10 over the
Target Number).
Note: Brawling may be taken under
Strength of Dexterity.
Climbing
Time Take: One action (but GM's may decide to have
characters just roll once for an entire "pitch")
Specializations: Different things climbed:
buildings, trees, rock faces.
Difficulty: Moderate.
While Climbing covers the actual
act of scampering up something, it may also be used when a
character tries to do things like hold on to the hood of a
speeding car (the "TJ Hooker maneuver") or grab on to
the struts of a helicopter as it takes off, etc. The
difficulty may be increased if the character is burdened or
wearing armor.
Jumping
Time of Use: 1 action. Note that "big"
jumps may require a certain amount of "hang
time." GM's should consider this in modifying
difficulties for other actions that are attempted while the
character is in the air.
Specializations: None.
Difficulty: A die result of 3 or higher is a
Success. The distance covered depends on the number of
successes gained. See below
Jumping is not really an
"academic" skill, but it is a talent that may be
cultured nonetheless. You may notice a somewhat strange
progression in the distance covered and the number of
successes. This is because almost anyone can jump at least
a little, but only a few people can really jump far. A roll of 40
is about the maximum that an Olympic jumper could get (assuming
he didn't use Wild Dice, Karma or Character Points--all of which,
I think, are illegal at the Olympics)--this assumes a Strength of
4 + Jumping skill of 6 (World Class) and a getting an average of
4 or greater on each die. After 40, the distance increases
dramatically. This is because the jumper will only get this
far if aided by technology (cybernetics) or some other
"superhuman" means (Karma or Character Points).
I would recommend to GM's that a result of 40
be the "maximum" allowed any non-augmented jumper (this
includes the use of Karma and CP's) because the laws of physics
and gravity have to apply somewhere. There is simply no way
for a "normal" human to jump 50 feet horizontally!
| Difficulty | Approximate Distance Covered | |
| 5 | Horizontal: about 2.5 feet. Vertical: about 3 feet. |
|
| 10 | Horizontal: about 4 feet. Vertical: about 4 feet. |
|
| 15 | Horizontal: about 6 feet. Vertical: about 5.5 feet. |
|
| 20 | Horizontal: about 10 feet Vertical: about 6 feet |
|
| 25 | Horizontal: about 15 feet. Vertical: about 7 feet |
|
| 30 | Horizontal: about 20 feet. Vertical: about 8 feet |
|
| 35 | Horizontal: about 25 feet. Vertical: about 10 feet. |
|
| 40 | Horizontal: about 30 feet (this is about the
current world record). Vertical: about 12 feet. |
|
| 50 | Horizontal: about 40 feet. Vertical: about 15 feet. |
|
| Beyond 50, a jumper may only achieve these distances if aided by magic or technology. Even Karma and CP's should not be permitted to carry a jumper this far. | ||
| 60 | Horizontal: about 75 feet Vertical: about 35 feet. |
|
| 70 | Horizontal: about 100 feet. Vertical: about 50 feet. |
|
| 80 | Horizontal: about 125 feet. Vertical: about 75 feet. |
|
| For each additional 5, add about 25 feet to the result. | ||
Lifting
Time Taken: 1 action
Specializations: none
Difficulty: Depends upon the weight and bulkiness of the
item.
Lifting represents more an innate
ability than a learned skill (though you can certainly learn the
"correct" way to lift heavy objects). Difficulty
depends on the weight of the object. The table below indicates
the difficulty of lifting a common object of about the provided
weight. Characters will be able to life much more than this
amount if they bench press (approximately 3 x the amount)
or do a dead lift (approximately 4x this amount)
| Weight of Object | Difficulty | |
| 20 pounds | Very Easy (5) | |
| 50 pounds | Easy (10) | |
| 75 pounds | Moderate (15) | |
| 100 pounds | Difficult (20) | |
| 150 pounds | Very Difficult (25) | |
| 200 pounds | Heroic (30) | |
| Increase Difficulty by 5 for each additional 50 pounds | ||
Stamina
Time of Use: 1 round. Generally not considered an
action.
Specializations: Particular forms of exercise
(Climbing, Running, Swimming, etc) or duress (Exhaustion, Drugs,
Torture, etc.).
Difficulty: Variable. Generally, Easy for an
initial Attempt. For each additional check after the first,
for the same activity, the GM may add 5 to the Difficulty unless
the player has stopped to rest.
Characters must make Stamina checks
when they exert themselves physically and begin to push the
limits of their energy. The GM may decide when rolls are
appropriate. For example, if a character is chasing a thief
through sewer tunnel, he will make a Running roll. If the
chase continues for a long time, the GM will ask the character to
make an Stamina roll. If he fails, he will have to
stop running to catch his breath. The difficulty of the
rolls should increase with the time of the physical exertion.
Swimming:
Time of Use: 1 action.
Specializations: None.
Difficulty: Easy.Increases with water conditions and
character's burdens (weight, another person, etc.).
When you know how
to swim, you generally won't drown. This is a good thing.
Armor repair
Time of Use: Generally several minutes or hours, depending
on the extent of damage and complexity of the armor).
Specializations: Particular kinds of armor, probably best
characterized by time period ("Medieval",
"Modern", "Post-Modern" for power-armor,
etc)..
Difficulty: Easy for simple fixes to Very Difficult
for rebuilds of power armor.
This character is very familar with
various forms of personal protection and armor and can fix or
build such items with precision and speed.
Computer Operations
Time of Use: 1 round to several hours depending on the
action attempted.
Specializations: Particular actions: Matrix
Hacking (using the complex computers and progams necessary to
break into the Matrix's code), Code hacking (use programs to
break into "modern" computers), Decryption, etc.
Difficulty: Easy for accessing basic information and
running programs. Increased for complex actions like
Hacking (Difficult to Ex. Difficult) and breaking encryptions
(depending on the strength of the cipher).
Computer Ops represents an overall
ability to use and manipulate computers. The character can
access files, load programs, and manipulate computers to get a
wide variety of information (whether through the Matrix or, once
within the Matrix, the "internet").
Realworld computers are much more complex than
those used by characters when they are actually inside the
Matrix. Thus, a Rescuscitated character may suffer
penalties when using Realworld computers (at least for a
while). This skill may also be used to diagnosis problems
or propose improvements, though the actual work requires Computer
Repair. Finally, while Computer Operations gives the
character the ability to use computers well, the skill does not
reflect any ability to actually create programs (see Computer
Programming below).
Computer Programming
Time of Use: 1 round to several hours depending on the
action attempted.
Specializations: Particular program languages:
Matrix Code, HTML, C, Java, .
Difficulty: See below:
| Difficulty | Difficulty |
| Very Easy (5) to Easy (10). | Writing a basic program for a "primitive" operating system (such as Windows within the Matrix). |
| Easy (10)-Moderate (15) | Writing a trace program for the Matrix; complex data access and management; simple Matrix objects (a knife, etc.). |
| Difficult (20) | Basic autonomous software agents (rudimentary AI) (e.g., "the Lady in Red"). Code-objects with complex effects on the Matrix (a "red pill", a piece of cake that creates sexual ectasy). |
| Very Difficult (25+) | Complex, autonomous programs. Wholly new objects for the Matrix (i.e., something that has never existed before). |
Computer Progamming represents the
skills necessary to create new code that can be used on any
computer system. The code must conform to the language that
the system will understand. Thus, a programmer who hopes to
manipuate computer systems within the Matrix, say those that are
running the UNIX operating system, must be familiar with the
programming languages understood by that OS. Likewise, a
programmer must understand Matrix Code in order to create
programs that will run within the Matrix system itself.
Zion hackers generally have a large library of
pre-fabricated programs for use during a Matrix run. Thus,
an operator need not create a program for the common firearms,
armor, or explosives used by Matrix runners, he simply needs to
locate the program file in his computer and upload it to the
Construct (this requires a Computer Operations check).
Programs may be copied from the Matrix for
later use. For example, if a Matrix runner is holding a
particular weapon when she exits the Matrix (via a hardline), the
routine that governs the behavior of that weapon in the Matrix
will be copied to the Jumpship's computers and can be accessed
again at a later time.
It is possible to create autonomous software
programs within the Matrix. These can be made to resemble
human beings (though they may also take other forms). Most
autonomous programs are very basic and have an extremely limited
AI These AI tend to adhere very strictly to very particular rules
and guidelines and will not deviate from their command
code. The most basic of these programs are rarely
encountered by "normal" humans, but when they are, they
come across as very strict bureaucrats. However, some
autonomous programs have wider behavioral parameters and are able
to learn and develop unique behaviors. The Agents are one
such type. It is possible for a Matrix coder to create such
autonomous programs and let them loose in the Matrix.
However, most "deviant" programs either delete
themselves or are hunted and deleted by the system.
It is extremely unlikely that a human coder
could create a program as autonomous and intelligent as an Agent
or some of the other high-level programs existing within the
Matrix. Some of those programs, such as the Architect and
the Oracle, were created early on in the Matrix's existence to
facilitate the construction of a system that would be acceptable
to most of the humans plugged into it. Other autonomous
programs, such as Keymaster, Seraph, Persophone, or the nefarious
Twins, are highly intelligent and extremely autonomous, often
with their own motivations, strategies and even emotions.
However, it is concievable that an extremely talented coder could
create a program that was sufficiently adaptable to learn and
"grow" to the level of these programs.
Computer Repair
Time of Use: Several minutes to hours.
Difficulty: Easy for basic repairs and
upgrades (swapping RAM, adding a new drive). Increase
Difficulty for complex diagnosis or the complexity of the machine
(Matrix computers are much more complex than those used in the
world created by the Matrix ("modern" computers like
IBM's and Macs)).
With this skill the character may attempt all
forms of repairs, upgrades, and even construction of new
computers. It works in both the Realworld and the Matrix, though
characters who have been resuscitated often must study and learn
how the Realworld computers work before being able to repair them
efficiently. Characters with Electronics may attempt
to fix some parts of computers (replacing a power source, for
example), but will lack the understanding of how a computer works
and will not be able to repair extensive or complicated damage.
Craftsmanship [Carpentry, Masonry, Ceramics,
Sewing, etc.]
Time of Use: 1 round to several hours, to several
days to finish a project.
Specializations: Particular areas within the area of
craftsmanship. For example, a character may choose
Carpentry: Furniture making.
When a player choose Craftsmanship for
a character, he should also choose a particular category.
The character is considered unskilled in all other areas of that
category. Such skills are extremely useful in the Realworld
and characters may often barter their abilities or skills for
goods and services.
Cybernetics (A)
Prerequisistes: Electronics 3D, Medicine 3D, (to
implant or remove cybernetics).
Special: A character with cybernetic implants can
take this skill as a regular (non-advanced) skill to work on his
implants only. This represents a basic understanding of the
equipment that has been put into the character's body (to do
basic repairs and upkeep). The character does not need to
meet any prerequisites (except to have at least one implant).
Time of Use: 1 round to several hours or days.
GM's disrection.
Difficulty: Easy to perform basic repairs and
diagnostics. Moderate to peform modest upgrades or to
repair lightly damage systems. Difficult to repair heavily
damage systems (1/4-1/2 structural points). Very difficult
to repair trashed systems (0 structural points) or to come up
with novel cybernetics.
Cybernetics includes the
development, maintenance and upgrading of cybernetic systems,
including how they can be integrated into the body. When
operating on a cyborg to repair or implant cybernetic systems,
the surgeon must make an appropriate Cybernetics and a
Medicine: Surgery roll. Matrix Hackers typically know
how to care for their cybernetic implants (cleaning and
diagnostics) but cannot perform complex actions like removal or
upgrades).
Demolitions
Time of Use: 1 round to several minutes.
Specializations: Particular explosives.
Difficulty: Moderate or higher (generally).
A character skilled in Demolitions is able to
recognize, build and disarm bombs of all sorts. It's a very
dangerous skill to employ, since failure often results in
detonation. Regardless, it's usually better to
attempt to disarm a bomb than just let it sit and go off by
itself!
Electronics
Time of Use: 1 round
Difficulty: Varies greatly. Usually Moderate
(15).
Specializations: Various electronic devices:
optics; EMP generators; hovership systems; building communication
devices, etc.
Electronics represents a
comprehensive knowledge of "things with wires."
Got it?
First Aid
Time of Use: 1 round for each Wound Level suffered by
patient (it is more difficulty to help people who are more hurt).
Difficulty: Varies greatly. See Actions & Combat:
Healing (First Aid).
Specializations: Tending to various kinds of
injuries: bullet wounds; broken bones; poisoning, etc.
First Aid training gives a
character the knowledge to tend to injuries and minor illnesses
(such as nausea and headaches). The character will be
familar with using basic medical supplies, such as bandages and
antiseptic, but will not be able to perform surgery or other
complex procedures.
Mechanics
Time of Use: 1 round for simple attempts. Often will
take several minutes or hours for most repairs. Larger projects
will take days.
Specializations: particular machines (Passenger
vehicles, hoverships, aircraft, etc.).
Difficulty: Depends on the action attempted and the
condition of the unit worked on. Default is Moderate (15).
Mechanics is somewhat of a
catch-all skill for the physical repairs of mechanical
units. It usually applies to the actual, moving parts and
their engines. Electronics is to be used for
"wired" systems..
Medicine (A)
Time of Use: 1 round to several hours or days.
Prerequisites: Sciences 4D, First Aid 5D, Education
4D
Specializations: Particular areas: cardiology,
optomology, etc.
Difficulty: Depends on action attempted. 5 to
render basic aid. 10 to peform advanced aid (patient is
Mortally Wounded). 15 to perform light surgery. 20
for basic surgery. 25 for invasive surgery or to
diagnosis a rare disorder. 30 for experimental or novel
work.
Special: Though Medicine is under Knowledge, when
the skill is taken, it is at 1D (not the character's Knowledge
skill). At 1D will be considered a medic or med student. At
2D, a registered Nurse or an intern. At 3D, a doctor.
At 4D, a specialist or experienced doctor. At 5D and above,
the doctor will have a good reputation in the field, perhaps even
be world reknowned. Penalties may accrue when working in
substandard conditions.
Medicine represents the whole of
medical sciences, from advanced medic procedures, to surgery, to
experimentation and development. When a character uses the
Medicine skill to perform first aid and basic field/emergency
procedures (including light surgery), it is added to the
character's First Aid skill. Furthermore, it may be added
to Physical Sciences rolls when performing biological
experiments. Finally, it may be added to Research skills
when doing a medical research in libraries or with a computer.
GM's may
permit characters to take certain specializations in Medicine
without having to meet the prerequisite requirements. Thus,
it may be useful for a Hovership crewman to have Medicine:
Cybernetics in order to treat newly Resuscitated individuals even
if the character lacks the educational background to perform a
wider range of procedures.
Program Robot
Time of Use: One to several rounds.
Specializations: Particular models of robots,
such as Servants, Nurses, and Sentinels.
Difficulty: Moderate.
Robotic Programming allows the skilled
user to write behavioral routines and implant commands into a
robot's neural net. This skill is mainly restricted to use
in the Realworld.
Repair Robot
Time of Use: One to several rounds.
Specializations: Particular models of robots, such
as Servants, Nurses, and Sentinels.
Difficulty: Moderate or higher, depending on the
complexity of the robots.
Repair Robot covers the ability to
repair and rebuild robots. This skill is mainly restricted
to use in the Realworld though such knowledge can be used in the
Matrix. While characters with the Electronics skills
may try to fix some componant parts of a robot, they will
generally not understanding how the whole device works as a whole
and will work less efficiently and with less success.
Salvage
Time of Use: Usually several rounds, depending on
the nature of the salvage.
Specializations: Particular groups of items, such as
computers, hovercraft parts, weapons etc.
Characters use the Salvage skill when
attempting to scrounge useful items from what others would
consider to be trash. This skill can be used both in and
out of the Matrix. In fact, it is vital to the continuing
survival of Zion that resourceful humans salvage technology from
the Machines and mankind's past. The Difficulty
depends on the nature of the salvage and whether the scrounger
has the proper tools.
Security
Time of Use: 1 round to several minutes.
Specializations: Particular security systems.
Difficulty: Easy or higher, depending on the
complexity of the security system involved.
Security represetnts a character's
familiarity with physical security systems (alarms, motion
detectors, retinal scanners, cameras, etc.). The character
may design such system or enact counter-measures to them.
This does not include computer security systems however
(passwords, encryption, etc.); for that, the character must
employ the Computer Ops/Programming skill.
Weapons Repair
Time of Use: Generally, several minutes to hours.
Specializations: Particular weapon groups:
firearms; heavy weapons; vehicle-mounted weapons, etc.
Difficulty: Easy. May be increased depending
on the complexity of the weapon system and the amount of damage
done.
Generally, this represents the ability to
diagnosis a problem with a weapon and fix it. It also may
be used to upgrade or even build new weapons.
TRINITY: Neo, how did you do that?
NEO: Do what?
TRINITY: You moved like they moved. I've never
seen anyone move that fast.
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.
There are three main neural attributes that
control an individual's ability to supersede the
"physical" limits.
Awareness: this score is added to the character's Perception while in the Matrix. It augments any Perception skills and abilities as well.
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.
Character begin with 1 die to divide as they see fit among the Neurals.
MATRIX ABILITIES
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
above.
Alter Residual Image
Difficulty: Easy for slight changes to Very Difficult for
extreme ones.
Prerequisites: Hack the Matrix (at least 1D).
Time to Use: One round. This ability may be
"kept up", resulting in a -1D to all other actions
during this time.
Effect: Alter RI allows the user to change her
physical appearance in the Matrix. If only small changes
are made, such as hair color and clothing, it is a relatively
easy task. The difficulty increases as more complicated
changes are attempted: changing sex, height, body type,
race etc. It is rumored that a few Jumpers have been able
to change their appearance to that of animals and inanimate
objects, but no one can support those claims.
Concentration
Difficulty: Easy.
Prerequisites: None.
Effect: Concentration represents a
character's ability to focus her energies on a single
action. With a successful test of this skill, the character
can add 4D to any their next action. Use of this skill
counts as an action. Thus, if the action is undertaken in
the same round, there is a -1D penalty (to both the Concentration
roll and the next action). If the character Concentrates
one round and then acts the next, there is no penalty. If
the character is distracted (wounded, etc.) before the action can
be taken, she loses the bonus from the Concentration roll.
Clone
Difficulty: Difficult or 10 + Target's Opposed
Willpower roll.
Prerequisites: Autonomous programs with this ability
need only to have it added to their code. While this power
has never manifested in a human hacker, it will require at least
a Hack the Matrix-6D.
Time to Use: 1D6 rounds, +1 Round for each die of
Willpower that the Target has.
Duration: Permanent.
Effect: This insidious power resembles the ability
of a common biological virus. Like the virus, the user is
able to inject his "being" (in the case of the Matrix,
this is the assembled code that makes up the user's memories and
appearence) into another individual within the Matrix and use the
victim's body for its own purposes. The user essentially
recompiles the victim's code so that it appears as the
original. The "new" version of the person with
this skill has all of the memories, abilities, and motivations of
the original. In fact, they are identical in every way and
the "new" version is completely autonomous from the
first.
The autonomous programs that have shown this
ability have demonstrated that they can infect a human hacker,
rearranging their residual image to appear as the
clone-maker. However, the original can then upload his
"program" into the living brain of the human hacker, an
act evoking comparisons to demonic possession. It is
uncertain whether the victim retains any sense of self or can
ever be saved. Autonomous programs can also use this
ability co-opt other software agents within the Matrix.
Human hackers that use this program are
essentially copying their brainwaves into Matrix code and
creating a software clone of themselves. They retain no
control over the clone once it is made (though presumably, it
will believe itself as real as the original and do what it can to
help "itself"). It is conceivable that the clone
will begin to act on its own volition, even, perhaps, contrary to
the interests of the original. Basically, it's a psychiatry
experiment waiting to happen...
Hackers should be wary, becuase if their clone
is capture by the Machines, it may be disassembled to reveal the
hacker's knowledge (about Zion security, tactics, other
operatives, etc.).
Hack the Matrix
Difficulty: Variable, depending on the
"impossibility" of the action attempted..
Prerequisites: None.
Time to Use: One round.
Effect: The Matrix is governed by physical laws just as
the Realworld is. However, most Hackers quickly realize
that they are only limited by their minds' expectations of
reality in the Matrix rather than the fact of it.
Enlightened Hackers understand that they can bend the rules that
apply in the Realworld.
With Hack the Matrix, the character may
attempt seemingly impossible things, such as jumping from
skyscraper to skyscraper or stopping bullets in midair.
Some of the applied uses of this ability are listed here:
| Application | Difficulties & Effects |
| Facilitate Jump | Easy to reduce the difficulty of the jump by 10. |
| Moderate to reduce it by 25. | |
| Difficult to reduce by 50. | |
| Very Difficult to reduce by 75 ("Impossible" actions, such as Neo's first leap in the movie). | |
| Cancel Kinetic Energy | Easy + Opposing STR roll to stop a opponent's punch from causing damage. |
| Moderate to cancel the effects of a fall up to 10 stories (add 5 to the Difficulty for each additional 5 stories). | |
| Heroic to stop bullets in midair (only one ability check need be made in a round to stop all bullets coming from one direction). |
Heal
Difficulty: Easy for Stunned characters. Moderate
for Wounded. Difficult for Incapacitated. Very
Difficult for Mortally Wounded. Heroic for Dead.
Prerequisites: None.
Time to Use: One round.
Effect: With this ability, a Jumper can heal the wounds
another appears to have taken in the Matrix. If the healer
is successful, she decreases the target's wound level by
one. Furthermore, the wound level is reduced by one for
every 5 points by which the skill check exceeds the
Difficulty number.
Juice (Strength or Dexterity)
Time of Use: 1 round to concentrate inner energies
and "juice" the chosen Attribute.
Difficulty: See below.
Duration: 1D6 Rounds.
Limitations: After Juice has been activated,
the character will become a little light-headed from the
exertion. He will suffer -1D to all actions for 1/2 hour.
With a successful use, a person with this
skill may temporarily augment one of his physical characteristics
(chosen when the power is activated) according to the table
below.
| Difficulty | Augmented Dice | |
| Easy | +1D | |
| Moderate | +2D | |
| Difficult | +3D | |
| Very Difficult | +4D | |
| For every additional Difficult Level (+5), the effect is extended an additional 1D6 Rounds. | ||
Magnify Senses
Difficulty: Easy.
Prerequisites: None.
Time to Use: One round to active. This power
may be "kept up" for 1d6 rounds plus a number of
round equal to the skill check - 10.
Effect: This skill permits the user to enhance his
perceptive abilities for a short time while in the Matrix.
| Enhancement | Difficulty | Description |
| Lowlite Vision | Easy | The target can see as well in complete darkness (including underground) as he would during the day. |
| Jacked Senses | Moderate | Increases the acuity of all of the target's physical senses, granting a +3D to Search and Tracking rolls. |
| Rapid Processing | Moderate | Character is able to quickly process sensed stimuli in the Matrix. Thus, bullets or blows will seem to move more slowly and the character's reaction time will seem enhanced. Gives +1D to all Dodge rolls for the round activated and the character decides initiative for the next round as if his Perception were 3D higher. |
| Complete Sight | Difficult | Grants the ability to see through objects as if they were not there ("X-Ray vision"), as well as to see camouflaged or cloaked objects. |
| Farsight | Very Difficult | Permits the target to "see" anywhere in the Matrix (or discrete Node) where she has been before (and can visualize). People in that spot may make a Difficult Perception check to see if they get the "feeling they are being watched." This may also be tracked back to the user by the Machines. |
Manipulation (A) [Inert
Matter/Fire/Water/Electricity/Temperature]
Difficulty: Moderate or higher, depending on the type of
Manipulation attempted.
Prerequisites: Sense Code-4D; Hack the Matrix-6D.
Time to Use: 1D6 rounds of concentration. More for
complex Manipulation attempts.
Effect: This incredible ability appears only in the most
gifted of the human resistance: it is the power to actually
manipulate certain kinds of Matrix code and alter them at
will. The hacker has a special insight into a particular
kind of code (which must be chosen from the bracketed categories
above) and can manipulate it with a concentrated effort.
For example, a hacker with Manipulation: Inert Matter can
concentrate on a rock while within the Matrix and change its
shape. It will still retain the properties of a rock, but
it can be made round, or square, or sculpted into any number of
shapes. A hacker with Manipulation: Fire can control
the code that represents flame in the Matrix, expanding it to
create a broad conflageration or reducing it until it is
extinguished.
Manipulation appears only in very
highly sensitive hackers and requires a great deal of training to
be used with any proficiency. Like the deja-vu effect that
occurs whenever the Machines make changes to the Matrix,
Manipulations can result in "system blips" that can be
detected by the Machines and other sensitives in the Matrix.
Map
Difficulty: Easy.
Prerequisites: None.
Time to Use: One round. This ability may be
"kept up".
Effect: Map allows the character to keep a very
precise mental map of the Matrix in her memory for ready
use. This may be extremely helpful when attempting to
escape or evade Agents and to find necessary areas in the
program. It essentially works like a well defined street
map of the area in which the Jumper is active. It also lays
out electrical lines, sewers, building blueprints, and, perhaps
most important, telephone hardlines which allow access to and
from the Matrix.
Phasing ("Ghosting")
Difficulty: Moderate to completely phase.
Difficult to phase only one part of the body at a time.
Also, Difficulty should incrase when the user attempts to perform
"tricks" with the skill, such as phasing through part
of a moving car only to re-corporate in the passenger seat.
Prerequisites: Sense Code-4D; Hack the Matrix-4D
Time of Use: Immediate (requires 1 Action).
Duration: The user must make a new roll each round
this power is active (i.e., it cannot be automatically "kept
up"). Human users of this skill must still breathe
(most hackers breathe while in the Matrix and it requires an
amazing feat of willpower to stop doing so). Thus, most can
only use this skill for a minute or two before having to stop and
catch their breath.
Description: The user of this skill is able to
render his body incorporeal for brief periods while in the
Matrix. While phased, the user of this skill can pass
through any solid object and cannot be harmed by any physical
weapons (such as knives, bullets, flame, speeding cars,
etc.). The user cannot touch or harm others as well
(bullets fired from a phased gun remain phased, etc.).
This amazing power is rarely seen in the
Matrix and was only recently discovered to exist in a pair of
autonomous programs known as "The Twins".
It is still uncertain whether a human hacker (other than
"The One") would have the mental strength to perform
it. Because this power requires such a departure from the
physical laws that govern the Matrix, it is likely that prolonged
use will attract unwanted attention from the system.
Postcognition ("RAM Dig")
Difficulty: Variable.
Prerequisites: Sense Code.
Time to Use: 4D6 minutes
Duration: Will see one "event" or
"scene" attached to a given place, object or person.
Description: Everything that occurs in the Matrix is
recorded, kept in the Leviathan's memory. With this
ability, the Hacker may attempt into that memory and read the
past of a person, object or place by touching it and
concentrating. The character will "experience"
images in her mind. The clarity of the experience increases
with greater success of attempt. A minimal success may leave the
Hacker with a vague impression of what occurred, while a fine
success will be like she was actually there in the room when the
event occurred.
Difficulty: Easy (10) for events within 24
hours. Moderate (15) for events within 1 week.
Difficult (20) for events within 1 year. Very Difficult
(25) for events within 10 years. Heroic (50) for events
within the past few thousand years.
Predictive Modeling
Difficulty: Very Difficult.
Prerequisites: Sense Code.
Time to Use: 1 + 1D6 rounds (1 to make an Easy Sense
Code check and 1d6 rounds to attempt Predictive Modeling).
Effect: With this skill, a Jumper may attempt
to predict the actions of the Computer and its minions.
This may be useful in evading pursuit or planning an
attack. 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 does not
ensure that the Jumper will know for certain what will occur.
Resiliency (A)
Difficulty: Amount of damage deflected depends on the die
roll achieved (see below).
Prerequisites: Hack the Matrix 2D.
Time to Use: Automatic.
Effect: Resiliency reflect's a user's ability to
deflect physical damage done to her while in the Matrix.
Essentially, the user's unconscious mind has developed enough
recognition about the reality of the Matrix to disregard a
certain amount of damage. However, as the user grows
accustomed to ignoring potentially damaging attacks in the
Matrix, they may suffer a greater shock when they are actually
damaged. Thus, every time someone with this skill is
damaged, they must make a Faith check in order to avoid being
given a Skeptic Point. To decide the Difficulty for the
Faith Check, the GM should roll the character's Resiliency skill;
if the character fails to beat that roll with the Faith Check,
the character acquires a Skeptic Point.
A user with this skill automatically reduces
damage done according to the following chart:
| Die Roll | Damage Reduction |
| 1-10 | -1D |
| 11-15 | -2D |
| 16-20 | -3D |
| 21-25 | -4D |
| 26+ | Subtract 1 additional die for each 5 points above 26. |
Sense Code
Difficulty: Moderate.
Prerequisites: None.
Effect: When the Jumper focuses his senses he can
actually see the binary code that makes up the Matrix. This
is particularly helpful when trying to distinguish between
whether the Jumper is looking at the Residual Image of a real
person or the code that compiles one of the Computer's minions.
Speed
NEO:
What? Are you trying to tell me that I can dodge
bullets?
MORPHEUS: No,
Neo. I'm trying to tell you that when you're ready, you
won't have to.
Difficulty: See below:
Prerequisites: Hack the Matrix (at least 2D).
Time to Use: One round. Use of Speed does not
count as an action unless the character fails her roll.
Effect: Speed augments a character's quickness to
unnatural levels. With it, the character can either increase his
movement rate (see below). Often, the character will move
so quickly that everyone around her will appear to be frozen in
place.
| Dice Totatl | Effect |
| 10 | 1 additional actions and add 10 to the character's base movement rate for this round OR Add Speed Dice -1D to Dodge rolls for this round. |
| 15 | 2 additional actions and add 20 to movement OR Add Speed Dice to Dodge rolls for this round. |
| 20 | 3 additional actions and add 30 to movement. ORAdd Speed Dice +2D to Dodge rolls for this round and +1 Action. |
| 25 | 4 additional actions and add 40 to movement OR Add Speed Dice + 4D to Dodge rolls for this round and +2 actions. |
Telekinesis
Prerequisites: None.
Time to Use: One round. Once activated, this power
may be kept up (for lifiting objects, etc.)
Effect: Telekinesis allows the user to
manipulate "physical" objects in the Matrix. This
may be include, lifting, moving, throwing, or physically damaging
objects. When used as a physical attack, its Strength is
equal to the Difficulty level attained (does not have to be
declared before the attempt).
| Difficulty | Description |
| Very Easy | Lifting a single object that weighs less than a pound (a pencil, a spoon, etc.) and performing a simple action (spinning it slightly). |
| Easy | Lifting an object that weighs under 10 lbs or a few small objects that will move in concert; performing moderate actions (like throwing them at a target). |
| Moderate | Lifting an object that weighs under 100 lbs or multiple small objects that will move in concert; or performing complicated actions (like opening a lock, driving a car, etc.) |
| Difficult | Lifting an object that weighs under 300 lbs or moving multiple smaller objects in complicated ways. |
| Very Difficult | Lifting very heavy objects (under 2000 lb) or moving multiple smaller objects in extremely complicated and apparently random ways. |
Telepathy
Difficulty: Easy with willing minds. Moderate on unwilling
(or unknowing) minds. Moderate + opposing Willpower roll on
unreceptive minds.
Prerequisites: Hack the Matrix (at least 2D).
Time to Use: One round. Once established, this power
may be kept up.
Effect: Telepathy allows the user to read the
thoughts of another and project hers into other's minds.
These are usually only the surface thoughts. To dig deeper
into someone's memories, the telepath must make a Difficult
roll. In effect, the character is using the linked
structure of the Matrix to access another's mind through their
shared cybernetic connection. Obviously, this opens up the
telepath to being traced or mentally attacked. No one has
ever attempted to contact an Agent telepathically (and no one
will likely live to tell of the attempt).
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.
However, this information is very specific and remains in the
person's memory 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.