TEXT: i 
  Role-playing in the World of The Matrix Trilogy. 
  THE MATRIX 
  Role-Playing Game
  
  THE MATRIX ROLE-PLAYING GAME 
  D6 Legend Version 
  (Updated for The Matrix: Revolutions) 
   
  Welcome!  
  This is a role-playing game based on the world of the movies of The Matrix trilogy.  This is a 
  downloadable version of the game that was originally posted on the web at 
  http://thematrixfreerpg.tripod.com/.  
   
  There are two versions of this game available on the site:  The first, The Matrix RPG D6 Classic, 
  is  a direct adaptation of the Star Wars Second Edition Revised and Expanded Rules (now out 
  of print) published by West End Games.  The second, The Matrix D6 Legend, is a success-
  based system founded on the rules laid out in West End Games' DC Universe.   
   
  I highly recommend that you pick up the original rule books for these games.   West End Games 
  has several products out that will add to your understanding and experience with this game.  
  There are also some independent game designers who are producing D6 products.  Visit 
  http://www.finalswordproductions.com/for the Psibertroopers game, which includes psionic 
  powers and technology that easily could be used in your Matrix game. 
   
  SPOILER ALERT: This game was updated in November 2003 to include new elements from 
  The Matrix: Revolutions.  I recommend seeing the movie before reading more in these pages.  
   
  Most of the images at this site are from the The Matrix website (they have a whole section of 
  comics based on the movie) and fan sites.  The official site is pretty nifty, so you should check it 
  out. .  
   
  Also, this is a free RPG and I'm not trying to make any money on it (so don't sue me!).  I just 
  had an idea and few hours to kill and cobbled the thing together.  There are a ton of free RPG's 
  on the web, including many others that are based on The Matrix.  I've set up links on the Matrix 
  RPG website to them. 
  i 
  
   
  The Matrix D6 Legend RPG Table of Contents:  
  I.  THE BASICS ............................................................................................................................1 
  GAME MECHANICS................................................................................................................1 
  The Dice ..................................................................................................................................1 
  The Wild Die ............................................................................................................................1 
  Difficulty Numbers....................................................................................................................3 
  Opposed Rolls .........................................................................................................................3 
  Character Points......................................................................................................................3 
  Chi Points ................................................................................................................................3 
  Effect Value .............................................................................................................................3 
  II. CHARACTERS.........................................................................................................................5 
  Templates................................................................................................................................5 
  Attributes..................................................................................................................................5 
  Neurals ....................................................................................................................................6 
  Details......................................................................................................................................6 
  Speed .................................................................................................................................7 
  Unarmed Base Damage Value (BDV)................................................................................7 
  Strength/Lifting Bonus ........................................................................................................7 
  Body Points ........................................................................................................................7 
  Description..........................................................................................................................7 
  Background ........................................................................................................................7 
  Personality..........................................................................................................................8 
  Objectives...........................................................................................................................8 
  Connection to other Characters..........................................................................................8 
  Choosing Skills ........................................................................................................................8 
  Realworld skills...................................................................................................................8 
  Matrix skills.........................................................................................................................8 
  Specializations....................................................................................................................8 
  Advanced skills:..................................................................................................................9 
  Flash skills ("Crash Course")..............................................................................................9 
  Was the Character Resuscitated From the Matrix?.................................................................9 
  Skeptic Points........................................................................................................................10 
  Advancement.........................................................................................................................10 
  Increasing skill levels........................................................................................................11 
  Learning new skills ...........................................................................................................11 
  Improving attributes..........................................................................................................11 
  III.  ATTRIBUTES AND SKILLS.................................................................................................12 
  DEXTERITY...........................................................................................................................12 
  Acrobatics.........................................................................................................................12 
  Brawling............................................................................................................................13 
  Dodge...............................................................................................................................13 
  Firearms ...........................................................................................................................13 
  Heavy Weapons ...............................................................................................................13 
  Martial Arts .......................................................................................................................14 
  SPECIAL MOVES ............................................................................................................14 
  Missile Weapons ..............................................................................................................15 
  Running ............................................................................................................................15 
  Throwing...........................................................................................................................16 
  KNOWLEDGE .......................................................................................................................16 
  Bureaucracy ....................................................................................................................16 
  ii 
  
   
  Business...........................................................................................................................16 
  Cultures ............................................................................................................................16 
  Education..........................................................................................................................17 
  Geography........................................................................................................................17 
  Intimidation .......................................................................................................................17 
  Language (Special) [Particular Language] .......................................................................18 
  Law...................................................................................................................................18 
  Matrix Orientation .............................................................................................................18 
  Sciences...........................................................................................................................19 
  Streetwise.........................................................................................................................19 
  Survival.............................................................................................................................19 
  Theology...........................................................................................................................19 
  Tactics ..............................................................................................................................19 
  Value ................................................................................................................................20 
  Willpower..........................................................................................................................20 
  MECHANICAL .......................................................................................................................20 
  Aircraft Weaponry ............................................................................................................20 
  Communications...............................................................................................................20 
  Drive Automobile ..............................................................................................................21 
  Drive Motorcycle...............................................................................................................21 
  Mounted Artillery...............................................................................................................21 
  Navigation.........................................................................................................................21 
  Operate Exoskeleton........................................................................................................21 
  Pilot Airplane ....................................................................................................................22 
  Pilot Helicopter .................................................................................................................22 
  Pilot Hovercraft.................................................................................................................22 
  Pilot Tank or Armored Vehicle..........................................................................................22 
  Ride Horse........................................................................................................................23 
  Sensors ............................................................................................................................23 
  PERCEPTION .......................................................................................................................23 
  Bargain .............................................................................................................................23 
  Command.........................................................................................................................24 
  Con...................................................................................................................................24 
  Faith..................................................................................................................................24 
  Gambling ..........................................................................................................................24 
  Hide ..................................................................................................................................24 
  Investigation .....................................................................................................................25 
  Multitasking.......................................................................................................................25 
  Perform.............................................................................................................................25 
  Persuasion........................................................................................................................25 
  Profile ...............................................................................................................................26 
  Search ..............................................................................................................................26 
  Stealth ..............................................................................................................................26 
  Tracking............................................................................................................................27 
  STRENGTH...........................................................................................................................27 
  Brawling............................................................................................................................27 
  Climbing............................................................................................................................27 
  Jumping............................................................................................................................27 
  Stamina ............................................................................................................................28 
  Swimming.........................................................................................................................29 
  TECHNICAL ..........................................................................................................................29 
  iii 
  
   
  Armor repair......................................................................................................................29 
  Computer Operations .......................................................................................................29 
  Computer Programming ...................................................................................................30 
  Computer Repair ..............................................................................................................31 
  Craftsmanship [Carpentry, Masonry, Ceramics, Sewing, etc.].........................................31 
  Cybernetics (A).................................................................................................................31 
  Demolitions.......................................................................................................................32 
  Electronics........................................................................................................................32 
  First Aid ............................................................................................................................32 
  Mechanics ........................................................................................................................32 
  Medicine (A) .....................................................................................................................33 
  Program Robot .................................................................................................................33 
  Repair Robot ....................................................................................................................33 
  Salvage.............................................................................................................................34 
  Security.............................................................................................................................34 
  Weapons Repair...............................................................................................................34 
  IV.  MATRIX SKILLS ..................................................................................................................35 
  NEURALS..............................................................................................................................35 
  MATRIX ABILITIES ...............................................................................................................35 
  Adhesion ("Wallcrawling") ................................................................................................35 
  Alter Residual Image ........................................................................................................36 
  Assembly (A) ....................................................................................................................36 
  Clone ................................................................................................................................37 
  Concentration ...................................................................................................................38 
  Disassembly .....................................................................................................................38 
  Dissemination...................................................................................................................39 
  Encryption ("Cloaking").....................................................................................................39 
  Flight (A)...........................................................................................................................40 
  Hack the Matrix  ("Hacking").............................................................................................41 
  Heal ..................................................................................................................................41 
  Integration.........................................................................................................................42 
  Juice (Strength or Dexterity).............................................................................................42 
  Magnify Senses................................................................................................................43 
  Manipulation (A) [Inert Matter/Fire/Water/Electricity/Temperature] ..................................43 
  Map...................................................................................................................................44 
  Phasing ("Ghosting") ........................................................................................................44 
  Postcognition ("RAM Dig")................................................................................................45 
  Predictive Modeling ..........................................................................................................45 
  Radial Sense ....................................................................................................................45 
  Resiliency (A) ...................................................................................................................46 
  Sense Code .....................................................................................................................47 
  Speed ...............................................................................................................................47 
  Static Field........................................................................................................................48 
  Telekinesis........................................................................................................................48 
  Telepathy ("Mind Tap").....................................................................................................49 
  FLASH SKILLS ("Crash Courses") ........................................................................................49 
  V. ACTIONS & COMBAT...........................................................................................................50 
  TAKING ACTIONS ................................................................................................................50 
  Time..................................................................................................................................50 
  Rounds .............................................................................................................................50 
  Initiative ............................................................................................................................50 
  iv 
  
   
  Unskilled Actions ..............................................................................................................50 
  Multiple Actions in a Round..............................................................................................50 
  Reacting ...........................................................................................................................50 
  Full Reactions...................................................................................................................51 
  Applying Reactions to the Entire Round...........................................................................51 
  RANGED COMBAT...............................................................................................................51 
  Ranged combat difficulty targets: .....................................................................................51 
  Shooting at Multiple Targets.............................................................................................51 
  Spraying Bullets................................................................................................................52 
  Using two guns at once: ...................................................................................................52 
  SCALE...................................................................................................................................52 
  Lower scale attacking larger scale ...................................................................................53 
  Higher scale attacking lower scale ...................................................................................53 
  COMBAT MODIFIERS ..........................................................................................................53 
  Die Reductions: ................................................................................................................53 
  Difficulty Modifiers: ...........................................................................................................53 
  Other Modifiers:................................................................................................................54 
  MELEE COMBAT ..................................................................................................................55 
  Hand-to-Hand Combat .....................................................................................................55 
  Blocking:...........................................................................................................................56 
       Melee Weapon Combat....................................................................................................56 
  Damage .................................................................................................................................56 
  Armor.....................................................................................................................................57 
  HEALING...............................................................................................................................57 
  Natural Healing:................................................................................................................57 
  First Aid Kits/Medpacs......................................................................................................58 
  Medical Bays/Medlabs/Emergency Rooms......................................................................58 
  VI.  EQUIPMENT ........................................................................................................................59 
  WEAPONS ............................................................................................................................59 
  Terms: ..............................................................................................................................59 
  MELEE WEAPONS ...............................................................................................................60 
  Typical Knife.....................................................................................................................60 
  Sword ...............................................................................................................................60 
  Club/Baseball Bat.............................................................................................................60 
  FIREARMS ............................................................................................................................60 
  Handgun...........................................................................................................................60 
  High-powered Handgun....................................................................................................61 
  Machine Pistol ..................................................................................................................61 
  Submachine Gun..............................................................................................................61 
  Automatic Rifle .................................................................................................................61 
  Pump Shotgun..................................................................................................................61 
  Stun Pistol ........................................................................................................................62 
  Stun Rifle..........................................................................................................................62 
  Flamethrower....................................................................................................................62 
  Static Rifle ........................................................................................................................62 
  ARMOR .................................................................................................................................63 
  Shield................................................................................................................................63 
  Leather .............................................................................................................................63 
  Kevlar Vest .......................................................................................................................63 
  Full Body Armor................................................................................................................63 
  COMPUTERS...................................................................................................................63 
  v 
  
   
  Hovership Operations/Resistance Hacking Computer .....................................................64 
  Broadcast Chairs ("Barcoloungers").................................................................................64 
  ROBOTS ..........................................................................................................................64 
  Sentinel I-Series ...............................................................................................................64 
       Orderlies ...........................................................................................................................66 
  Nurse................................................................................................................................66 
  Maintenance 'Bots ............................................................................................................67 
  MISCELLANEOUS GEAR.....................................................................................................67 
  Communication Gear.............................................................................................................67 
  Cellular Phones ................................................................................................................67 
  Hardline Phones...............................................................................................................68 
  Radios ..............................................................................................................................68 
  Survival Gear.........................................................................................................................68 
  Explosives..............................................................................................................................68 
  Grenades..........................................................................................................................68 
  Molotov Cocktails .............................................................................................................69 
  Pipebombs........................................................................................................................69 
  VEHICLES.............................................................................................................................69 
  Motorcycle ........................................................................................................................69 
  Jeep..................................................................................................................................69 
  Economy Car....................................................................................................................70 
  Luxury Car........................................................................................................................70 
  Hovership .........................................................................................................................71 
  Armored Personnel Unit (Powered Exoskeleton )............................................................72 
  PROGRAMS..........................................................................................................................73 
  Trace Program..................................................................................................................73 
  Sleep Program..................................................................................................................74 
  Ecstasy Stimulant.............................................................................................................74 
  Enragent...........................................................................................................................74 
  Willcrackers ......................................................................................................................75 
  FAMILIARS.......................................................................................................................75 
  Sentry Dog........................................................................................................................75 
  "Werewolf"........................................................................................................................76 
  Tracking Parasite..............................................................................................................76 
  Spybot ..............................................................................................................................77 
  VII. THE MACHINES ..................................................................................................................78 
  THE MECHANIZED WORLD ................................................................................................78 
  THE RISE OF LEVIATHAN: ..................................................................................................78 
  THE MECHANIZED REVOLT ...............................................................................................78 
  THE STRUCTURE OF THE LEVIATHAN .............................................................................80 
  The Machine City..............................................................................................................80 
  The Global Neural Net......................................................................................................80 
  Nodes: Local Neural Nets.................................................................................................80 
  Power Plants/Farms .........................................................................................................81 
  Nurseries ..........................................................................................................................81 
  Robot Factories ................................................................................................................81 
  Satellites & Space Stations ..............................................................................................81 
  THE MATRIX.........................................................................................................................82 
  The (Un)Reality ................................................................................................................82 
  The Six Generations of the Matrix....................................................................................83 
  The Unbalanced Equation and The Emergence of "The One".........................................83 
  vi 
  
   
  Birth, Death, Rebirth.........................................................................................................84 
  Changes in the Matrix.......................................................................................................84 
  Portals, Backdoors, & Niches...........................................................................................85 
  Keys, Tumblers and Portals .............................................................................................85 
  The Corridor .....................................................................................................................85 
  Code Niches.....................................................................................................................86 
  AUTONOMOUS PROGRAMS & THE EXILES .....................................................................86 
  Agents....................................................................................................................................87 
  Standard Agent (The Matrix) ............................................................................................88 
  Upgraded Agent (Reloaded).............................................................................................88 
  Human Allies ....................................................................................................................89 
  Standard Policeman .........................................................................................................89 
  SWAT Trooper..................................................................................................................89 
  Commando.......................................................................................................................90 
  Human Agents..................................................................................................................90 
  VIII. THE RESISTANCE .............................................................................................................91 
  THE REAL WORLD...............................................................................................................91 
  BIRTH OF THE RESISTANCE:  AWAKENINGS ..................................................................91 
  ZION:  BASTION CITY OF THE RESISTANCE ....................................................................91 
  The Children of Zion.........................................................................................................92 
  The Resistance Fighters...................................................................................................94 
  Factions in Zion ................................................................................................................94 
  Resuscitation....................................................................................................................95 
  Technology in Zion ...........................................................................................................95 
  Accessing the Matrix..............................................................................................................96 
  Strangers in a Strange Land.............................................................................................96 
  The Construct...................................................................................................................97 
  Hacking the Matrix............................................................................................................97 
  Freeing the Mind...............................................................................................................98 
  Death in the Matrix ...........................................................................................................99 
  RESISTANCE HACKERS .....................................................................................................99 
  Standard Hacker...............................................................................................................99 
  Standard Operator and Hovership Crewman .................................................................100 
  Standard Zion Resistance Fighter (Pure born)...............................................................100 
  APPENDIX I..............................................................................................................................101 
       TEMPLATES........................................................................................................................101 
  Inform...................................................................................................................................102 
  Guardian..............................................................................................................................103 
  Resuscitated Hacker............................................................................................................104 
  Resuscitated Bodyguard......................................................................................................105 
  Resuscitated Seer ...............................................................................................................106 
  Exile Program ......................................................................................................................107 
  Freeborn Operator...............................................................................................................108 
  Hovership Crewman ............................................................................................................109 
  Freeborn Soldier..................................................................................................................110 
   
   
  vii 
  
  The Matrix Role Playing Game 
  D6 Legend Version 
   
  I.  THE BASICS  
  This game is based on West End 
  Game's D6 Legend system, 
  specifically its DC Universe 
  game.  I highly  recommend that 
  you pick up the DC Universe rules 
  (available at  game stores and the 
  WEG website) to fill in gaps that I 
  don't cover here.   There are 
  many differences between the 
  Matrix D6 Legend and DCU.  As 
  always, I encourage you to tweak 
  the system in any way that works 
  best for you.  If you have any 
  questions or comments, please email me and I'll try to answer them for you.  
  GAME MECHANICS  
  The Dice  
  The system requires players to roll six-sided dice (D6), which 
  represent a character's attributes and skills.  When appropriate, 
  the Game Master will tell a player to roll a number of dice equal to 
  either the attribute or skill being used.  The player rolls the 
  appropriate number of dice, counts the number of Successes and 
  tells the GM the result.   
  Regular Die 
  Die Roll 
  Result 
  1,2 
  Failure 
  3,4,5,6 
  Success 
   
   
  Wild Die 
  Die Roll 
  Result 
  1 
  Critical Failure 
  2 
  Failure 
  3,4,5 
  Success 
  6 
  Critical Success 
  If the Success Total is higher than the  difficulty number (See 
  below), the character succeeds.  If it is lower, the character fails.  
  Example:  Rom is trying to walk along a thin ledge without 
  falling.  He has a Dexterity of 3D.   The GM sets the 
  difficulty number at 1 Success.  The player rolls 3 dice and 
  gets a 2, 3, and 5, resulting in two Successes.  Rom 
  traverses the ledge with ease. 
  The Wild Die  
  Each player should designate one of his or her dice to be the Wild Die (it is helpful if it's a 
  different color or shape).  
  Critical Successes:  Whenever the Wild Die comes up with a 2,3,4, or 5,  treat the result as if it 
  were a normal die.  But, if the Wild Die comes up with a 6, the player receives 1 Success and 
  rolls again.  On a 1 or 2, the player does nothing more (1's do not count as Critical Failures after 
  the first roll of the Wild Die).  On a 3-5, the player adds yet another Success to his total.  On a 6, 
  the player adds another Success and rerolls!  This continues as long as the character rolls 6's 
  on the Wild Die.   
  Example:  Rom has a Firearms skills of 4D.  When he fires, he rolls 4 dice.  His 
  values are 2,5,3 and on the Wild Die, a 6, resulting in 3 Successes  He rolls the 
  Wild Die again and gets another 6!  The total is now 4 Successes and he gets to 
  roll again.  This time, he rolls a 1.  The 1 is counted as a failure (but not a Critical 
  Failure) and he stops rolling with a final total of 4 successes. 
  1 
  
  The Matrix Role Playing Game 
  D6 Legend Version 
   
  Critical Failures:  If the Wild Die comes up with a 1 when a character is first rolling a Skill or 
  Attribute Check, roll the Wild Die again.  If the value is 1 through 5, remove the Wild Die and 
  deduct one of the Successes from the other dice (if any Successes were rolled).  If the result of 
  the second rolls  is a 6, the character has Complicated.  He or she has screwed up in a 
  particularly bad way....perhaps dropping his gun down into a sewer grating or twisting an ankle 
  while trying to dodge.  Complications should make a character's life more difficult, but never kill 
  them outright.  
  Example:  Rom is shooting again.  He rolls a 2,5,6 (2 Successes and 1 Failure) 
  and on the Wild Die a 1.  He rerolls the Wild Die and gets a 2.  He removes the 
  Wild Die and subtracts 1 Success, resulting in 1 Success remaining. 
  Example 2:  Rom is running away from a pair of Agents on a crowded street.  
  The GM has him make a running roll with a difficulty of 2 Successes  to avoid 
  colliding with a bystander.  Rom, with a Running skill of 3D, rolls 3 dice.  He gets 
  a 2,3 (1 Failure and 1 Success) and on the Wild Die a 1.  He rerolls the Wild and 
  gets a 6!  He not only fails but complicates.  The GM tells him that he runs into a 
  homeless woman pushing a shopping cart and drops his cellular phone into the 
  gutter, short-circuiting it.  He'll have to find another way to contact his Operator 
  outside the Matrix! 
  The GM could have just as well said that Rom got a muscle cramp and is -1D to all Dexterity 
  actions for the next 5 rounds, or that he is stunned for the next round.  Anything that makes 
  Rom's life a little more scary.  
   
  Difficulty 
  Difficulty   
  Numbers 
  Description 
  Very Easy 1 
  Anyone with slight skill should be able to do this most of the time. Example: Driving a 
  car in moderate traffic. 
  Easy 
  2 
  Most characters should be able to do this most of the time, though there is still a 
  change for failure. Example:  Driving a car in moderate traffic during a rainstorm. 
  Moderate 
  3 
  Requires a fair amount of skill and/or effort.  Most unskilled characters will fail such 
  an attempt. Example:  Avoiding jaywalkers who suddenly step in front of your car 
  during a high-speed chase. 
  Difficult 
  4 
  Only highly skilled characters succeed at these with any regularity.  Example:  
  Driving through an intersection full of speeding cross traffic. 
  Very 
  Difficult 
  5 
  Even pros have a hard time pulling these attempts off. Example:  Steering your car 
  into oncoming traffic and avoiding collisions while at high speeds. 
  Extremely 
  Difficult 
  6 
  Only the luckiest and most skilled are successful. Example:  Jumping from a rooftop 
  into a small window across the alley (like Trinity from the movie). 
  Heroic 
  7 
  You'd better be skilled and lucky.  Example:  Holding onto a cable strapped to a 
  plummeting helicopter as it pulls you off of a rooftop.  Example:  As Neo did in the 
  movie. 
  Unearthly 
  8 
  A character can only achieve this with some skill in the Matrix.  Example:  Jumping 
  from one building to another (as Morpheus did in the Construct in the movie). 
  Legendary 9 
  A character must have advanced skill in the Matrix in order to even think of 
  attempting such an action.  
  Example:  Stopping bullets in mid-air. 
  Impossible 10 
  Only those who have mastered the Matrix may attempt these tests.  Example:  
  Decoding an Agent. 
  2 
  
  The Matrix Role Playing Game 
  D6 Legend Version 
   
  Difficulty Numbers  
  When a character makes an Attribute or Skill check, they are usually rolling against a difficulty 
  number (Note:  I think these difficulty numbers are two easy!  I may recommend increasing them all by 
  one after some playtesting.  Let me know what you think). Difficulties are divided into the categories 
  listed in the table above. 
  Opposed Rolls  
  When a character is testing his or her Attributes or Skills against those of another (PC or NPC), 
  the parties involved make Opposed Rolls.  The one with the highest roll wins.  
  Example:  One character tries to shoot another.  The first makes a Firearms roll 
  while the other makes a Dodge roll.  If the attacker's roll results in more 
  Successes  than the others' Dodge, then he hits (see Actions and Combat for 
  more information). 
  Character Points  
  A character may spend his or her Character Points to gain additional dice during an action.  
  They receive an additional die for each point spent.  A character may spend up to 3 CP's per 
  action or attack, and up to 5 CP's for any defensive action (Dodging, Strength rolls versus 
  damage, etc.).  If the die purchased with a CP comes up a 6, the player may re-roll it and add 
  the new value to the total (as for the Wild Die, though there is no penalty for rolling a 1, other 
  than it is a Failure).  
  Example:  Rom must leap from the ledge of a building to a hovering helicopter.  The GM sets 
  the difficult at Very Difficult (5).  Rom has a 5D in Jumping and rolls the dice.  He gets a 3,4,1,4 
  and on the Wild Die a 2 (3 Successes and 2 Failures).  He decides to spend some CP's to avoid 
  plummeting to his death.  He spends one and rolls a 6!  That's one success and he rolls again, 
  getting a 3.  He makes the jump! 
  Character Points may be used in or out of the Matrix.  Furthermore,  they may  be used for the 
  same action as a Chi Point.  
  Chi Points  
  Chi represents a character's inner strength and the extent to which they have control over the 
  Matrix. When a character spends a Chi point, all dice on his next action are doubled (Note:  This 
  is different than the D6 Classic rules, in which Force points double all actions in a round.  In 
  Legend, it applies only to a single action!).  Anything which is not part of a character (a weapon 
  or vehicle), is not affected.  
  Example 1:  Rom is in hand-to-hand combat with an Agent.  He decides to spend a Chi point 
  one round.  His Martial Arts is normally 5D while in the Matrix.  For this action, it goes to 10D!  
  For purposes of damage, his Strength remains the same.  
  Example 2:  Rom is in a firefight with an enemy and decides to spend a Chi Point.  His 
  Firearms skill doubles from 4D to 8D, but the damage from the gun (5D) remains the same 
  (though there's a chance for a great Effect Value). 
  See Characters:  Chi for rules about using and regaining Chi.  Remember, Chi may only be 
  used while inside the Matrix.  .  
  Effect Value  
  The difference between the number of Successes a player rolls and the Difficulty Number is 
  called the Effect Value (EV).  EV's are a measure of how successful a character's attempt has 
  been (or, in some cases, how dismal the failure turns out).  In combat, the character rolls one 
  3 
  
  The Matrix Role Playing Game 
  D6 Legend Version 
   
  additional damage die for EV point.  In non-combat actions, EV's can indicate the speed, grace 
  or ingenuity with which a character succeeds.  See Actions and Combat for more information.  
  4 
  
  The Matrix Role Playing Game 
  D6 Legend Version 
   
  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 is 
  human, and was Resuscitated from the Matrix or is Freeborn, o
  whether the character is an Autonomous Program.  Only 
  Resuscitated characters have the cybernetic implants to jack 
  back into the Matrix.  Autonomous Programs exist entirely 
  within the Matrix and cannot enter the Real World (for the most 
  part...).  
  r
  his
   
   
  You can select one from the list below or create your own.  
  Template sheets for each type are provided in Appendix I of t
  rulebook.  
  Exile Program:  an autonomous program within the Matrix that 
  has forsaken 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, who uses his technical expertise to assist the Resistance hackers in the 
  Matrix.  
  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. 
  Guardian:  an autonomous program designed for one specific purpose, though it may not know 
  what that purpose is. 
  Inform:  an autonomous program that traffics in information to gain power within the Matrix.  
  Resuscitated Bodyguard:  a soldier in Zion's army against the Machines, awakened from 
  stasis and using her abilities to protect her brethren within the Matrix. 
  Resuscitated Hacker:  a member of the Zion resistance, freed from the prison of the Matrix 
  and returning again to fight for the liberation of humanity.  
  Resuscitated Seer:  a gifted child with exceptional sensory abilities within the Matrix, often 
  capable of amazing psychic feats.  
   
  Attributes  
  Human characters receive 18 dice to divide among the six Attributes (listed below).  At least 1D 
  must be placed in each attribute and no more than 5D can be assigned to any one attribute.  
  (Note:  Dice may not be broken up into 3 "pips", or "+1's", like they can in the SW RPG).   
  Autonomous programs receive 19 Attribute dice to divide among the Attributes.  Up to 6D may 
  be placed in any one Attribute.  
  The Attributes are:  
  • 
  Dexterity  
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  • 
  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  
      Perception:  3D  
      Strength:  3D  
      Technical:  4D 
  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 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. 
  Beginning characters may choose 1 Neural and place 1 die there (they must be Resuscitated).  
  Example:  Bob decides to put the entire 1D into Rom's Awareness Neural.  
   
  Details  
  This is your opportunity to round out the character and provide a description, background, 
  personality quirks, goals, etc.  
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  Speed  
  Normal characters can move 10 meters per round while walking.  With successful Running rolls 
  (and certain Matrix skills), they can increase this value.  
  Unarmed Base Damage Value (BDV)  
  BDV depends on the skill the character uses to attack.  Normal humans have a bare-handed 
  BDV of 1D/.  If a character has the Brawling or Martial Arts skill, their BDV is 2D.  
  Strength/Lifting Bonus  
  This represents the additional amount of damage a character can do because of his strength.  
  Take the Strength attribute OR the Lifting skill and divide by 2, rounding down.  This value is 
  added to any damage rolls resulting from successful Brawling, Martial Arts or Melee Weapons 
  rolls.  
  Body Points  
  These represent the physical toughness of your character.  To get starting Body Points, roll the 
  character's Strength attribute and add the number of body points according to the table below.  
  Take that sum and add it to 20.  If a character increases his Strength attribute in the future, he 
  may roll another die.  Furthermore, if the character has the Endurance Neural he may roll those 
  dice (without a Wild Die) each time he enters the Matrix and add that to his total Body Points.  
  These last only for the current trip into the Matrix.  For each Skeptic Point a character has, he 
  rolls one less die when  estimating these extra points.  
  Standard Die 
  Result 
  Number of BP's 
  1,2 
  4 
  3,4,5 
  5 
  6 
  6  
  Wild Die  
  Result 
  Number of BP's 
  1 
  3 
  2 
  4 
  3,4,5 
  5 
  6 
  6 (and reroll) 
  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?  
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  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.  
  Furthermore, each character can list 3 additional skills that they take at "0D" under each 
  Attribute.  The character does not suffer a +1 Difficulty modifier for these skills (but he will on all 
  other skills not taken).  These are abilities that they may perform both in and out of the Matrix 
  (provided they are capable of leaving the Matrix).  
  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.  If so, the character receives 2 dice 
  for every 1 spent.  Thus, a  player decides to Specialize in Submachine guns, he can gets +2D 
  to all rolls with that kind of weapon.  Alternately, the player may put 1 die into Submachine gun 
  and put another in some other Specialization (such as Driving:  Motorcycle, etc.).  Note:  
  Characters may not start with general skills greater than 6D or Specializations greater than 7D!  
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      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 ("Crash Course")  
  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 broadcast chair 
  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 Broadcast Chair 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 up to 
  2 Chi per round, each doubling the dice pools of 1 action (See Using Chi in the 
  Basics section).  Autonomous programs cannot gain (and therefore use) Chi.  
  When a character spends a Chi point it may be regained immediately after an 
  action or lost according to the following criteria:  
  Risky and Heroic Tasks:  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. 
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  If she Complicates the Willpower check, she receives a Skeptic Point. 
  Challenging Tasks:  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 she Complicates the Willpower check, she receives a Skeptic Point. 
  Easy Tasks and Self Preservation:  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. 
  If she Complicates the Willpower check, she receives a Skeptic Point. 
  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 this weakness and 
  cannot accumulate 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 +1 
  Difficulty.  When a character reaches 5 Skeptic Points, he can no longer attempt Matrix Skills or 
  access Neurals.  At 10 Skeptic Points, the character cannot operate in the Matrix at all (though 
  he can still enter Training Constructs with a Difficult Willpower roll.  Occasionally, the GM may 
  require (or permit) a character to make a check with the Faith skill to overcome the effects of 
  Skeptic Points.  
  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.  
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  Increasing skill levels  
       For normal skills, it costs a number of Character Points equal to the current dice value of the 
  Skill x 3.  Thus to advance from 4D to 5D, the player must spend 12 CP's.  Specializations cost 
  the current dice value x 2 (moving from 4D to 5D would cost 8 CP's).  To learn a new skill, the 
  character must spend a number of CP's equal to the controlling attribute x 3.  
  Example 1:  Rom has Firearms at 6D and wants to increase it to 7D.  To do so, 
  he must spend 18 CP.  He decides that's too expensive, so he Specializes in 
  Handguns and takes Firearms:  Handguns at 7D, costing him 12 CP instead.  
  Example 2:  Rom wants to learn the Piloting skill.  He has a Mechanics of 2D.  
  Thus, he spends 6 CP's and  and gets Piloting at 3D. 
      Matrix Abilities cost 4 x their current dice value.   To learn a new Matrix ability, the character 
  must pay 6 CP.  He then receives the skill at 1D.  
  Learning new skills  
      As per standard D6 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  
     To improve an attribute, a character must spend 15x their current skill 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 15 CP.  Autonomous programs must pay twice the value that a human 
  character would to advance a Neural.  
    
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  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 West End Games rulebooks).  
  Attributes:  
      Dexterity  
      Knowledge  
      Mechanical  
      Perception  
      Strength  
      Technical  
     
   
  DEXTERITY  
  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 Acroba
  versus the damage. If the Acrobatics roll is higher, subtract the difference from the 
  damage taken).  
  tics 
       Acrobatics may also be used in combat. If a character uses Acrobatics during combat 
  they can potentially reap one of the following benefits:  
  A successful check versus a Moderate difficulty adds a +1D to either the character's 
  attack or Dodge (but not Parry) attempts.  The Acrobatics roll does not count as an 
  action if successful.  If it fails, it counts as an action.. 
  With a Very Difficult check, the character may get a +1D to both her Attack and Dodge 
  attempts this round and the Acrobatics attempt does not count as an action.  If she fails, 
  it counts as an action. 
  Whenever Acrobatics is used for one of the above purposes in combat, the character is 
  considered to act last in the round (her attacks will land in the "second segment"). 
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  Brawling  
  Time Taken:  One action.  
  Specializations:  none.  
  Difficulty:  Easy (2)  
      Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but 
  can be equally effective.  A character trained in Brawling begins with a 2D for his Base 
  Damage Value.  For every 3 levels in Brawling, his BDV increases by 1 die.  Thus a 
  character with 3D in Brawling will have a BDV of 3D.  
      Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the 
  DC Universe.  As always, GM's and players should go with whichever system they think is best.  
  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 and 
  has 4 successes, enemies will need 
  at least 4 successes 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 action.  Many 
  guns can only be fired a limited number of times per 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.  
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  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:  Moderate for landing a simple 
  blow.  Difficulty increases for Special 
  Maneuvers (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.  At character 
  creation, the character receives one special maneuver for each die they place in the 
  skill.   When the character advances with experience, each special move costs an 
  additional 8 CP's (a character can buy as many as he would like).  
  Example:  Rom has a Dexterity of 3D and at character creation adds an 
  additional die into Martial Arts (giving him a total of 4D in Martial Arts). He 
  chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  
  Later,  he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) 
  and decides to purchase  Spinning Kick for an additional 8 CP's. 
      The Base Damage Value for a character with Martial Arts is 2D.  For every 3 levels 
  the character has in Martial Arts, he receives an additional 1 die to his BDV (thus a 
  character with 3D will have a BDV of 3D).  
  Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the DC 
  Universe.  As always, GM's and players should go with whichever system they think is best.  
  SPECIAL MOVES  
  The standard Difficulty for each move is given in parenthesis.  
  Disarm (D): if the character's attack is successful and not parried or dodged, the target 
  is disarmed. 
  Elbow Smash (D)): if successful, attacker may add +1D to the damage roll. 
  Flip (M): If successful, the attacker throws the target to the ground and does 3D 
  damage. 
  Flying Kick (VD): If successful, attacker does an additional +2D + 2 points of damage. If 
  she fails, the attacker is off balance and at -1D to all actions in the next round. 
  Foot Sweep (M): Will trip the target who must take an action the next round to stand. 
  Headbutt (E): Can only be used if the attacker is close to the target (grappling, etc.). 
  The primary advantage is that the martial artist does not need his hands to be free. 
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  Hold/Grapple (M + opposing STR): Once the target has been successfully held, the 
  attacker must make an opposing Martial Arts versus the target's Martial Arts, Brawling, 
  of Strength each round to continue to hold them. If the target is held, he or she cannot 
  attack. 
  Instant Knockdown (D): If landed successfully, this attack knocks the target to the 
  ground. The target must spend the next round getting up or suffer multiple action 
  penalties. 
  Instant Stand (M): Allows the martial artist to automatically stand up without taking an 
  additional action. 
  Instant Stun (D): If successfully landed, this attack stuns the target for one round. 
  Multiple Strikes (D): A character can make an additional attack this round doing STR 
  damage without a penalty for an additional action. 
  Nerve Punch (VD): If successful, the attack punches a bundle of nerves on the target 
  and renders a limb unusable for 3D rounds. If the attacker beats the difficulty number by 
  15, the target is rendered unconscious for 3D rounds. 
  Power Block (M): A successful Power Block stops an unarmed attack and inflicts BDV-1 
  damage to the attacker. 
  Reversal (Opposed STR or Brawl or Martial Arts): Only works while being held or 
  grappled. If successful, the martial artist breaks free and renders person holding him or 
  her immobile (see Hold/Grapple above). 
  Silent Strike (D): If the character sneaks up on a target and also rolls a successful 
  Silent Strike, the attacker does BDV +1D damage without making a sound. 
  Spinning/Power Kick (M) STR + 2D damage. If the attack fails, the attacker is off 
  balance and suffers a -1D to all actions next round. 
  Shoulder Throw (M): A successful attempt will allow the martial artist to hurl a target to 
  the ground doing 3D damage. The target must take an action to get up. 
  Weapon Block (Opposed Martial Arts versus Melee Combat roll): Allows an unarmed 
  martial artist to parry a weapon used in a melee attack. 
  Missile Weapons  
  Time of Use: 1 action.  
  Specializations:  Particular archaic missile weapons:  Bow, Crossbow, Slingshot, 
  Dartgun, etc  
  Difficulty:  Depends on range. 
       Missile Weapons includes the use of all "archaic" forms of ranged weaponry, such as 
  bows and crossbows. 
  Running  
  Time of Use: 1 action.  
  Specializations: none  
  Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.  
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      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.  
   
  KNOWLEDGE  
  Bureaucracy  
  Time of Use: 1 round to s
  hours.  
  everal
  uties, where paperwork is kept, and what processes 
   to use it 
  is 
   
  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 d
  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 his advantage.  The nature of the Machines lend them to an almost supremely 
  bureaucratic structure and division of labor.  In the Real World, characters may use th
  skill to discern 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.  This skill can be extremely useful in both the Matrix and 
  the Real World.  
  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.  
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      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 
  appropriate  
  Education  
  Time of Use:  1 round to several hours.  
  Specializations:  Particular areas of study.  
      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 
  Sciences and Geography 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 (for example, someone 
  with adequate Education knows that the heart 
  is an organ that circulates blood through the body; however, they would need the 
  Medicine skill to actually diagnose a heart problem). 
  Comparative 
  Education Level 
  Schooling Equivalent 
  1 
  Elementary School 
  2 
  High School 
  3 
  College 
  4 
  Post-graduate studies 
  5 
  Advanced studies 
  6 
  World renowned scholar 
  7 
  Revolutionary scholar 
      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).  
  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 curiosities 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 
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  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 Language, 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 ni 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 Real World, 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:  For example, Rom is surveilling 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.  
  Another time, Rom and his crew are being dogged by 
  a particularly crafty Agent.  They decide to find out 
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  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, 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 subsistence. 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.  
  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, Buddhism, 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.  
  Tactics  
  Time of Use: 1 round.  
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  Specializations:  Particular types of forces: Infantry, APU Cavalry, Hovership 
  Maneuvers, 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.  
  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.  GM's should freely modify this difficulty, depending 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.  
   
  MECHANICAL  
  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.  
       Represents familiarity with various forms of communication devices and how to best 
  use or repair them.  
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  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, motorcycles 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, Aquatic, Subterranean, Outer 
  Space, etc.  
      A character skilled in Navigation may use any available information to discern 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 Exoskeleton  
  Time of Use:  One round.  
  Difficulty:  Easy for basic piloting.  Particularly rough terrain or complicated maneuvers 
  may require higher rolls.  
  Specializations:  Specific exoskeleton models.  
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      With this skill, the character knows how to use the massive exoskeletons used to 
  defend 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 cargo into and out of hoverships.  
  Pilot Airplane  
  Time of Use:  One round.  
  Difficulty:  Easy for basic piloting.  Particular 
  weather conditions (wind, etc.) and maneuvers may 
  increase difficulty (E.g., trying to keep the helicopter 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 
  maneuvers may increase difficulty (E.g., trying to keep the helicopter 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 
  maneuvers may increase difficulty (E.g., trying to keep the hovercraft in one place while 
  someone tries to jump onto the loading ramp, 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.  
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  Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and 
  maneuvers may increase difficulty. 
  Specializations:  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 riding.  Particular weather conditions (wind, etc.) and 
  maneuvers may increase difficulty. 
  Specializations:  None.  
      This skill is employed for riding horses and their ilk 
  (donkeys, mules, etc.).  Few Zion inhabitants have ever 
  seen a horse--either in the Matrix on in the Real World.  But 
  some Matrix hackers like to learn this skill for "backcountry" 
  missions within the Matrix .  
  Sensors  
  Time of Use:  One round.  
  Difficulty:  Easy.  Interference and distance may increase 
  the difficulty.  
  Specializations:  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 or jam such devices.  
   
  PERCEPTION  
  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 markets of 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 
  Successes > 
  Loser's 
  Success 
  Price 
  Multiplier
  1 
  x 1.5 
  2 
  x 1.75 
  3 
  x 2 
  4 
  x 3 
  5 
  x 4 
  6 
  x 5 
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  Command  
  Time of Use:  1 action.  
  Specializations:  Commanding certain types of troops:  Infantry, Battleships, Robot 
  Sentinels, 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:  Opponents 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 Real World, 
  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.  
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  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. 
  Heroic  
  Two additional actions without penalty. 
  Perform  
  Time of Use: 1 round.  Can roll for one whole performance.  
  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,  
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  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 
  + 1 
  Emotions or thoughts that the target is in denial about 
  +2 
  Emotions or thoughts that the target doesn't even know he's having 
  (secretly in love with someone, etc.) 
  +3 
  Attempting to use this skill in a single round 
  +3 
  Spending 3 rounds to use this skill. 
  +2 
  Spending 5 rounds using this skill. 
  +1 
  Spending a full minute using this skill. 
  +0 
  Interviewing target (asking personal questions). 
  -3 
  Observing the target closely for more than one hour. 
  -2 
  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 
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  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.  
   
  STRENGTH  
  Brawling  
  Time Taken:  One action.  
  Specializations:  none.  
  Difficulty:   Easy (2).  
      Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but 
  can be equally effective.  A character trained in Brawling begins with a 2D for his Base 
  Damage Value.  For every 3 levels in Brawling, his BDV increases by 1 die.  Thus a 
  character with 3D in Brawling will have a BDV of 3D.  
      Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the 
  DC Universe.  As always, GM's and players should go with whichever system they think is best.  
  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.  
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  Difficulty:  A die result of 3 or higher is a Success.  The 
  distance covered depends on the number of successes 
  gained.  See below  
  Jumping Table 
  # 
  Success 
  Approximate Distance 
  Covered 
  1 
  Horizontal:  about 1 foot.  
  Vertical:  about 1 foot. 
  2 
  Horitzontal:  about 2.5 feet.  
  Vertical:  about 3 feet. 
  3 
  Horizontal:  about 4 feet.  
  Vertical:  about 4 feet. 
  4 
  Horizontal:  about 6 feet.  
  Vetical:  about 5.5 feet. 
  5 
  Horizontal:  about 10 feet  
  Vertical:  about 6 feet 
  6 
  Horizontal:  about 15 feet.  
  Vertical:  about 7 feet 
  7 
  Horizontal:  about 20 feet.  
  Vertical:  about 8 feet 
  8 
  Horizontal:  about 25 feet.  
  Vertical: about 10 feet. 
  9 
  Horizontal:  about 30 feet 
  (this is about the current 
  world record).  
  Vertical:  about 12 feet. 
  10 
  Horizontal:  about 40 feet.  
  Vertical:  about 15 feet. 
  Beyond 10 Succeses, a jumper may only 
  achieve these distances if aided by 
  technology.  Even Chi and CP's should 
  not be permitted to carry a jumper this 
  far. 
  11 
  Horizontal:  about 75 feet  
  Vertical:  about 35 feet. 
  12 
  Horizontal:  about 100 feet.  
  Vertical:  about 50 feet. 
  13 
  Horizontal:  about 125 feet.  
  Vertical:  about 75 feet. 
  For each additional success, add about 
  25 feet to the result. 
  Lifting Table 
  Weight of Object 
  Difficulty 
  20 pounds 
  Very Easy (1) 
  50 pounds 
  Easy (2) 
  75 pounds 
  Moderate (3) 
  100 pounds 
  Difficult (4) 
  150 pounds 
  Very Difficult (5) 
  200 pounds 
  Heroic (6) 
  Increase Difficulty by 1 for each 
  additional 50 pounds 
       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. 9 Successes are about the maximum 
  that an Olympic jumper could get (assuming they didn't 
  use Wild Dice, Chi 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 successes on nearly all the dice.  After 9 
  successes, the distance increases dramatically.  This is 
  because the jumper will only get this far if aided by 
  technology (cybernetics) or some other "superhuman" 
  means (Matrix skills, Chi or Character Points).  
      I would recommend to GM's that 9 successes be the 
  "maximum" allowed any non-augmented jumper (this 
  includes the use of Chi 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!  
     
  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)  
  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.).  
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  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.  
   
  TECHNICAL  
  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 familiar 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 
  programs necessary to break into the Matrix's 
  code), Code hacking (use programs to break i
  "modern" computers), Decryption, etc.  
  nto 
  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 
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  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").  
      Real World computers are much more complex than those used by characters when 
  they are actually inside the Matrix.  Thus, a Resuscitated character may suffer penalties 
  when using Real World 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 
  Programming Example 
  Very Easy (1) 
  to Easy (2). 
  Writing a basic program for a "primitive" operating system 
  (such as Windows within the Matrix). 
  Easy (2)-
  Moderate (3) 
  Writing a trace program for the Matrix; complex data access 
  and management; simple Matrix objects (a knife, etc.). 
  Difficult (4) 
  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 
  ecstasy). 
  Very Difficult 
  (5+) 
  Complex, autonomous programs.  Wholly new objects for the 
  Matrix (i.e., something that has never existed before). 
      
   Computer Programming 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 manipulate 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 
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  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 
  Keymaker, Seraph, Persephone, or the nefarious Twins, are highly intelligent and 
  extremely autonomous, often with their own motivations, strategies and even emotions.  
  However, it is conceivable 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 Real World and the Matrix, though 
  characters who have been resuscitated often must study and learn how the Real World 
  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 Real World and characters may often 
  barter their abilities or skills for goods and services.  
  Cybernetics (A)  
  Prerequisites:  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).  
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  Time of Use:  1 round to several hours or days.  GM's discretion.  
  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!  This skill may also be used to make explosives and heavy weapon shells (E.g., 
  Zee prepared rocket shells in Matrix: Revolutions).  
  Electronics  
  Time of Use: 1 round  
  Difficulty:  Varies greatly.  Usually Moderate (15).  
  Specializations:  Various electronic devices:  optics; shield generators; starship 
  systems; building systems; 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.).  
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  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, surgery, etc.  
  Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to perform 
  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.  Penalties may accrue when working in substandard conditions.  
  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.  
  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 Real 
  World.  
  Repair Robot  
  Time of Use:  One to several rounds.  
  Specializations:  Particular models of robots, such as Servants, Nurses, and Sentinels.  
  Difficulty: Easy to Moderate depending on the complexity of the robot and the damage 
  done.  
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      Repair Robot covers the ability to repair and rebuild robots.  This skill is mainly 
  restricted to use in the Real World.   The difficulty depends upon the extent of damage to 
  the robot.  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 represents 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 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.  
   
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  V.  MATRIX SKILLS   
  Those who know what the Matrix is can often stretch or even break the physical laws 
  replicated by the system.  This section outlines three manifestations of the enhanced 
  abilities that hackers and autonomous programs may develop inside the Matrix.  
  • Neurals: enhancements to the natural Attributes that augment all "natural" 
  skills associated with the Attribute affected.  
  • Matrix Skills:  Special powers that bend or break the laws of physics in the 
  Matrix.  
  • Flash Skills:  "crash course" skill programs that are uploaded instantly from 
  an outside operator. 
   
  NEURALS  
  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.  
  • 
  Quickness:  this score is added to the Dexterity of the character while they are 
  in the Matrix.  All 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 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 assign to one Neural.  
   
  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.  
  Adhesion ("Wallcrawling")  
  Difficulty: Easy rough surfaces (rock, cement), Moderate for smoother surfaces 
  (polished wood, metal), Difficult for slick surfaces (glass, polished metal).  Add at least 5 
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  to the Difficult for wet conditions.  Additional Difficulty for high winds, carrying heavy 
  loads, or not be able to use both hands and feet.  
  Prerequisites: Hack the Matrix (at least 2D).  
  Time to Use: One round.  This ability may be "kept up", resulting in a -1D to all other 
  actions during this time.  
  Effect: With this unusual ability, a hacker can "link" the code of his Residual Image to 
  that of any hard surface in the Matrix.  This may be used to climb walls without gear, 
  ensure that important things (like handy cell phones) aren't dropped into howling 
  chasms, or just never letting go of that certain someone special. Climbing walls requires 
  a Very Easy Strength Test to move at 1/2 speed.  An Easy Strength test permits normal 
  movement (10 meters per round).  
  Alter Residual Image  
  Difficulty: Easy for slight changes to Very Difficult for extreme ones.  
  Prerequisites:  
  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.  
  Assembly (A)  
  Difficulty: Generally, depends on the complexity of the object being created.  Moderate 
  for creating minor code-objects or programs (a pen, a knife, etc.); Difficult for more 
  complicated programs (a flashlight, a handgun, etc.); Very Difficult for semi-autonomous 
  programs.  
  Prerequisites: Hack the Matrix (at least 5D).  
  Time to Use: 1D6 + 2 rounds per Difficulty Level set by the GM.  No other actions may 
  be taken while this skill is being activated.  If the user is distracted, she may make a 
  Moderate Willpower roll to continue Assembling.  If the user is touched or harmed, she 
  must make a Very Difficult Willpower check to continue.  If the user is stunned or 
  knocked unconscious, the skill automatically fails.  
  Effect: Assembly is actually a kind of programming while inside the Matrix.  It permits 
  the user to create new objects from (apparently) thin air.  The object or program created 
  by this skill is persistent in the Matrix, even if the creator logs out or is killed (unless, of 
  course, the object is disposable).  
      The user of this skill must "know" what he wishes to create: i.e., he must have at least 
  seen the object and/or created something similar to it before.  The GM may require a 
  Knowledge check (or an appropriate Skill Check) to determine whether the user 
  understands the nature of the object he is trying to create.  For example, if the user 
  doesn't understand how a handgun works (at least at it's most basic level), then he 
  cannot create one.  
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      Because this is an extreme departure from the laws of physics in the Real World,  
  Assembly requires a great deal of skill at operating in the Matrix and typically only 
  appears in extremely sensitive hackers.  Furthermore, it can cause "blips" in the Matrix 
  code that may be detected by the Matrix (in general, the "larger" or complex the creation, 
  the more likely it will be detected by the Machines.  
  Clone  
  Difficulty:  Difficult or 2 + 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 appearance) 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 with this ability have been able to infect a human hacker, 
  rearranging the host's 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 ability 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, because 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.). 
      It appears that this ability can easily spiral out of control, as clones begin to make new 
  clones of themselves.  Taken to its logical conclusion, this power can conceivably grant 
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  the user the power to completely inhabit the Matrix with clones of itself.  This is a flagrant 
  upset in the balance of the Matrix and abusers of this power can expect to be hunted by 
  both the Machines and the Resistance. 
  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.  
  Disassembly  
  Difficulty:  Moderate for small, "simple" objects that are unprotected by any encryption 
  schemes (e.g., a rock, a door knob, a knife)).  Difficult for larger, complex items (cars, a 
  handgun, an encrypted lock); Extremely Difficult for semi-autonomous programs (sentry 
  dogs, basic-level "werewolves"); Heroic for protected autonomous programs and other 
  heavily encrypted programs (e.g., an agent, a high-level Exile, etc.).   Autonomous 
  programs and Agents may make a Willpower opposed roll (independent of any Difficulty 
  roll) against the user's Disassembly skill to resist being disassembled.  
  Prerequisites:  Sense Code-4D; Hack the Matrix-6D.  
  Time to Use: 1D6 rounds + 2 rounds per Difficulty level assigned.  The GM may add 
  time for heavily encrypted code or if he decides that an autonomous program will try to 
  resist with a Willpower roll.  
  Duration: Permanent.  
  Effect:  With this fearsome ability, a user may break apart pieces of Matrix code and 
  programs.  Inside the Matrix, this appears to be some kind of disintegration.  The target 
  will break apart into shafts of light and debris.  
      Use of this skill is almost always noticed by the Machines, particularly when anything 
  of even moderate complexity is Disassembled.  For any attempt over Difficult complexity, 
  use of this skill will cause a localized warp in the Matrix (where a "wave" seems to pass 
  through all nearby objects, radiating from the point of disruption).  While this will not 
  harm any adjacent Matrix code or hacker (there will be a slight feeling of nausea), it will 
  certainly be noticed by the Machines and those sensitive to such changes in the Matrix 
  (i.e., a rash of "deja vu" in the neighborhood).  
      Finally, autonomous programs that are subject to Disassembly may get a Willpower 
  roll to retain their form even when under this attack.  However, even if an autonomous 
  program is Disassembled, pieces or copies of that program may continue to exist in the 
  Matrix.  They may manifest again, perhaps profoundly affected by the interaction with 
  the hacker that deleted them.  Some such programs have known to take on 
  characteristics of those that deleted them, as if part of the hacker's code imprinted itself 
  on the ghost code left by the Disassembled program.  So, basically, you're never really 
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  sure the bad guy's dead, and if shows up in the sequel, you know he's going to be an 
  even bigger bad ass than before...  
  Dissemination  
  Difficulty:  Moderate to break into moderately-sized (cat-sized??) pieces; Difficult to 
  break into small (rat-sized) pieces; Very Difficult to break into tiny (bug-sized) pieces;  
  Extremely Difficult to break into nearly-invisible pieces (dust motes); Heroic to break into 
  microscopic pieces.  
  Prerequisites:  Alter Residual Image-4D.  
  Time to Use: 1 round to Disseminate; 1D6 rounds to re-assemble.  GM's may add time 
  depending on the size of the pieces that the user broke into.  
  Duration: This power may be kept up, but cannot perform any other activities except to 
  control her various "pieces" (move them, dodge, re-assemble, etc.).  
  Effect:  This ability was first developed by a particularly creative hacker who was 
  exploring new ways to alter his Residual Image within the Matrix.  With this skill, a 
  hacker with this ability can actually break her Residual Image into smaller sub-units and 
  then control those pieces independently.  The Matrix "matter" is conserved--the 
  combined mass of the pieces must equal that of the original whole.  However, they may 
  take a wide variety of shapes: small animals, such as cats or insects; floating globs of 
  mercury; or million ball-bearings  (the hacker should have one standard type that she 
  breaks into).  The individual pieces of the hacker may move in separate directions, as if 
  independent of one another.  Animals will be indistinguishable from their "normal" 
  counterparts (though there will be more of them, of course).  
      Each piece may be considered to have the Constitution of the original whole, for 
  deciding damage purposes.  However, each will retain the characteristics (particularly 
  the Strength) of the chosen form (no rats with 5D Strength!).  If a particular "piece" of the 
  whole is damaged, it will transfer that damage to the original when it is re-incorporated 
  (thus, a hacker may be in deep trouble if multiple pieces are damaged and then re-
  incorporate).  
      While this power demonstrates advanced skill at defying the physical laws of the 
  Matrix, it does not cause "ripples" in the Matrix code that will be readily noticed by the 
  Machines.  This is probably because the ability is entirely focused on the user's RI and 
  does not affect adjacent code in any (direct) way.  However, if a "unenlightened" resident 
  of the Matrix, such as a normal human, observes this behavior, they will be shocked (to 
  say the least).  This may lead to reports of the supernatural that will attract the attention 
  of Agents or their spies.  
  Encryption ("Cloaking")  
  Difficulty:  See below.  
  Prerequisites:  Alter Residual Image-3D.  
  Time to Use: 1 round.  GM's may add additional time for "heavy encryption"  
  Duration: This power may be kept up, but all other actions are at -1D.  
  Effect:  A hacker with this skill can "amend" the code of her Residual Image ("RI") to 
  make her presence harder to detect while in the Matrix.  The degree of encryption  
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  controls the efficiency 
  with which one may 
  "cloak" oneself (see 
  chart below).  This 
  ability affects the 
  Machines, other 
  humans plugged into 
  the Matrix, and even 
  human Operators  
  "lurking" and observing 
  events in the Matrix.  
      At its most basic 
  levels, this ability 
  confounds the 
  attempts of the 
  Machines to identify 
  the hacker or locate 
  her through 
  mechanical means 
  (i.e., "machines" as 
  manifested in the 
  Matrix, such as radar, 
  sound-sensitive 
  alarms, etc.).  At 
  higher levels, this skill 
  actually permits the hacker to render her RI invisible to both the Machines and human 
  observers.  Even while "invisible", the hacker must take care not to attract undue 
  attention (by speaking loudly, attacking someone, etc.).  When the hacker does 
  something that might attract attention, the GM may permit observers (and/or the 
  Machines) to make Perception, Search, or Sensors rolls (as appropriate).  
  Difficulty 
  Encryption Type 
  Easy 
  Pretty Good Encryption ("Greencard"): the Machines cannot 
  identify the individual hacker (programs that "see" or scan 
  the RI will only see encrypted code, but not anything that 
  identifies the hacker). 
  Moderate 
  Indigo ("Faceless"): the hacker can encrypt her RI so as to 
  "diffuse" it and throw off any tracking or detection 
  mechanisms used by the Machines (add the hacker's 
  Encryption Roll to any Difficulty for the Machines to detect 
  her through any mechanical or Matrix-wide scanning).  
  Humans observing the hacker will see the RI, but be unable 
  to identify it individually.  If asked about it later, they will not 
  remember any features of the RI. 
  Difficult 
  Enigma ("Invisibility"):  the hacker can  render her code 
  "invisible" to detection from anyone (or thing) that may 
  observe her through the Matrix (add the hacker's Encryption 
  Roll to any Difficulty for the anyone, including the Machines, 
  to even see the RI of the hacker). 
  Very  
  Difficult 
  Ultra ("Traceless"):  the hacker renders her code "invisible" 
  and negates the "traces" of her presence in the Matrix.  This 
  means that she moves silently, cannot be detected by any 
  "psychic" means, and cannot be traced by any means 
  known to the Machines.  It will also prevent someone with 
  the "Ram Dig" ability from detecting her presence in the 
  future.  The hacker suffers -2D to all other activities while 
  maintaining this level of Encryption. 
      Machines agents and other Autonomous Programs may have a special kind of 
  Encryption that prevents their code from being tampered with.  The program's code will 
  not appear as "normal" Matrix code, but, simply, as "something else."  Even skilled 
  Hackers who can delete Agents will have a much more difficult time deleting a Program 
  with Encryption.  The Program with this skill can add the dice of this skill to its Willpower 
  roll when it attempts to resist an Disassembly attack. 
      Like many other Matrix Skills, the algorithms necessary to use Encryption are 
  implemented unconsciously (i.e., they are not "written" like normal programs, but are 
  instead "willed" into being without conscious thought to the actual program code 
  implemented).  
  Flight (A)  
  Difficulty:  Depends on the type of flight: see below:  
  Prerequisites:  Hack the Matrix-6D.  
  Effect:  Flight is the fantastic ability to completely defy the physical laws of the Matrix 
  and propel oneself through the air like, well, like Superman.    Most human hackers don't 
  even believe that this skill is possible (hence, they will never achieve it themselves).  
  Others believe that only the "One" could ever disregard the rules of the Matrix so 
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  blatantly.  However, it is likely 
  that there are some gifted 
  hackers who would be able to 
  achieve some degree of flight.  
      This power creates a palpable 
  disruption in the Matrix.  Not only 
  will it shock any onlooker who 
  happens to see the hacker flying 
  through the air, but the System itself will sense the disturbance and be able to track it.  
  Flight Type 
  Difficulty 
  Levitation (straight up and down "flight") 
  Easy (2) 
  True Flight (approx. 200 mph) 
  Moderate (3) 
  Speeding Flight (approx 600 mph) 
  Difficult (4) 
  Mach Flight (speed of sound) 
  V. Difficult (5) 
  Light Speed 
  Heroic (10) 
  Note: Creative GM's may require a Dexterity or Acrobatics roll for the flyer to land 
  gracefully.  
  Hack the Matrix  ("Hacking")  
  Difficulty: Varies, depending on the 
  "impossibility" of the action (see below for 
  examples).  
  Prerequisites: None.  This skill level can never 
  exceed the character's Faith skill by more than 
  2D.  
  Time to Use: One round.  
  Effect: The Matrix is governed by physical laws 
  just as the Real World 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 Real World.  
  Application 
  Difficulties & Effects 
  Easy to reduce the difficulty of the jump by 1. 
  Moderate to reduce it by 2. 
  Difficult to reduce by 3. 
  Facilitate Jump
  Very Difficult to reduce by 5. 
  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 1 to the Difficulty for each 
  additional 5 stories). 
  Cancel Kinetic 
  Energy 
  Heroic to stop bullets in midair (only one ability 
  check need be made in a round to stop all 
  bullets coming from one direction). 
      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:  
  Note that "Cancel Kinetic Energy" 
  requires a concentrated effort where 
  as other damage-reducing Matrix 
  Skills, such as Resiliency, are 
  automatic and do not require a 
  concentrated action.  
  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.  
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  Effect: With this ability, a Hacker 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.  
  Integration  
  Difficulty: See table below.  Difficulties should be increased if the object is protected by 
  any kind of encryption (Agents and nearly all Autonomous Programs have high-level 
  encryption schemes to keep their code from being hacked).  If the object is protected by 
  encryption of some kind, the GM should add the level of encryption to the Difficulty for 
  Integration.  
  Prerequisites: Sense Code-4D.  
  Time to Use: One round + 1 round for each Difficulty Level above Easy.  
  Duration: All Integrated code is "forgotten" and deleted once the hacker leaves the 
  Matrix.  
  Effect: The hacker with this skill has 
  the rare ability to touch code-objects in 
  the Matrix and "integrate" that code with 
  his own.  He can then manifest that 
  code at will while in the Matrix.  For 
  example, a hacker can touch a key in 
  the Matrix, make a successful 
  Integration check, and copy the code 
  for that key into his brain.  Then, at a 
  later time on the same Matrix run, the 
  hacker can re-create the key.  The item 
  will seem to exude itself from the 
  hacker's body (often from the hand, but 
  not necessarily).  All Integrated bits of 
  code will be erased when the hacker 
  leaves the Matrix.  
  Desired Integration 
  Difficulty 
  Simple objects (e.g., a key or knife) 
  Easy (2) 
  Basic programs with simple effects in the 
  Matrix (e.g., flashlights, matchsticks, 
  etc.) 
  Moderate (3) 
  Complex programs with multiple "effects" 
  in the Matrix (e.g., electronics such as a 
  cellular phone; parts of another's 
  Residual Image). 
  Difficult (4) 
  Multi-layered programs (e.g., computer 
  programs written within the Matrix, basic 
  semi-autonomous programs). 
  V. Difficult (5)
  Extremely complex or encrypted 
  programs (e.g., full Residual Images, 
  autonomous programs). 
  Ex. Diff (6) 
      The hacker can try to Integrate part of the Residual Image of another person (such as 
  the fingerprints or eyes), but only if that person is dead.  If the target is alive, the 
  attempted Integration will immediately be noticed (a human plugged into the Matrix as a 
  battery will immediately go into shock and the electronic disruption will alert the 
  Machines of the attempt).  It is Extremely Difficult to fully integrate another's Residual 
  Image because of its complexity and because the RI highly depends on an individual's 
  self-perception.  Furthermore, large objects that are Integrated in this fashion may cause 
  enough disruption in the fabric of the Matrix to warrant attention from the Machines.  
  Juice (Strength or Dexterity)  
  Time of Use:  1 round to concentrate inner energies and "juice" the chosen Attribute.  
  Difficulty:  See below.  
  Duration:  1D6 Rounds.  
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  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.  
  Magnify Senses  
  Difficulty:  Easy.  
  Prerequisites:  None.  
  Time to Use:  One round to active.  This power may be  "kept 
  up" for 1d6 rounds plus the total value of the skill check (add the dice up, not the 
  Successes) minus 10.  [That seems unnecessarily complicated!].  
  Juice Difficulties & Effects 
  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. 
  Effect:  This skill permits the user to enhance his perceptive abilities for a short time 
  while in the Matrix.  
  Enhancement 
  Difficulty 
  Description 
  Lowlight 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 
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  Manipulation: Fire can control the code that represents flame in the Matrix, expanding it 
  to create a broad conflagration 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 
  increase 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.).  The user may use Phasing to avoid attacks rather 
  than attempting to Dodge or Block.  
      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 
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  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 hacker 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.  
  Radial Sense  
  Difficulty:  The Difficult depends on the range the user extends the sense to and 
  whether there are any obstructions or other interfering stimuli.  See table:  
     
  Difficulty 
  Range 
  Very Easy 
  5 meters 
  Easy 
  15 meters 
  Moderate 
  50 meters 
  Difficult 
  100 meters 
  V. Difficult 
  500 meters 
  Ext. Difficult 
  1000 meters 
  Heroic 
  10,000 meters 
  Interference 
  Modifier 
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  Smoke, heavy fog 
  +5 
  A bustling crowd, a thin wall (made of plywood or 
  cardboard) 
  +10 
  A standard wall, minor electromagnetic interference 
  +15 
  A reinforced wall; a static field 
  +20 
   
  Note that at ranges beyond 100 meters, there may be many "targets" detected around 
  the user and it may be difficult to filter out the noise/input of all of these targets.  
  Prerequisites:  Magnify Senses-2D.  
  Time to Use:  One action to activate.  This power may be  "kept up" for 1d6 rounds plus 
  1 round for each 5 points rolled above the Difficulty Level without having to reduce other 
  actions by 1D.  
  Effect:  A hacker with this ability is able to detect any object within a 360 degree radius 
  almost as clearly as he would be able to visual detect such an object within his line of 
  sight.  While the user does not "see" the target well enough to make out intricate details 
  such as facial expressions, the color of their clothes, or the make of a particular weapon, 
  the acuity is fine enough to know the approximate size of the person, their heading and 
  speed, whether they carry or are using a weapon, the approximate type of weapon 
  ("pistol", "sword", etc.), and similar details.  
  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 reflects 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 seriously damaged (Wounded or worse), 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. 
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  Sense Code  
  Difficulty:  Moderate for sensing normal Matrix Code.  
  Heroic to sense "Machine Essence" in the Real World.  
  Difficulty may also be increased by encryption algorithms. 
  Prerequisites:  None.  
  Effect:  When the Hacker 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 Hacker is looking at the Residual Image of a real person or the code that 
  compiles one of the System's minions. 
       It has been rumored that some Hackers who particularly gifted at sensing code can 
  develop a kind of "machine sense" that permits them to "see" the Machines and their 
  product even if the Hacker is blinded or has his eyes closed.  Indeed, the Hacker is so 
  sensitive to the Machine Language, he can even "see" it when it is hiding in another 
  human (via an upload).  Rather than appearing as the green, streaming code of the 
  Matrix, this "Machine Essence" appears as a burning effigy, standing out from the 
  blackness of the natural world. 
   
  Speed  
  Successes 
  Effect 
  2 
  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.  
  3 
  2 additional actions and add 20 to movement 
  OR Add Speed Dice to Dodge rolls for this 
  round.  
  4 
  3 additional actions and add 30 to movement. 
  OR Add Speed Dice +2D to Dodge rolls for 
  this round and +1 Action. 
  5 
  4 additional actions and add 40 to movement 
  OR Add Speed Dice + 4D to Dodge rolls for 
  this round and +2 actions. 
  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).  
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  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.  
  Static Field  
  Difficulty:  See below.  
  Prerequisites:  None  
  Time to Use:  One action to activate.  This power may be  "kept up" at a cost of -1D to 
  any other actions attempted.  
  Effect:  The user of this skill is finely attuned to the electromagnetic resonance of the 
  Matrix.  She is able to actually emit brief bursts of "static" that can have a variety of 
  effects.  See the table below:  
  Difficulty 
  Effects 
  Easy 
  Static Orb (10 meters): an orb of invisible static may be erected that prevents any 
  electronic communication and tracking within the radius (including the use of cell 
  phones or Agent's ear pieces).  It also prevents Agents from "porting" into any RI 
  within the radius. 
  Moderate 
  Disruption Wave (100 meters): sends out a single pulse of static that ends 
  electronic transmissions (such as cell phone conversation), will cause computers to 
  reboot, and will cause temporary blackouts (lights and security systems will dim for 
  1D6 rounds).  Any Agent or Autonomous Program within range must make a 
  Difficult Constitution check or be Stunned for 1 round.  Any human RI (including 
  hackers besides the skill user) within range must make a Moderate Constitution 
  check or be Stunned for 1 round. 
  Difficult 
  Electromagnetic Pulse (50 meters): creates the Matrix equivalent of the EM Pulse 
  used by the hovercrafts to disable the Sentinels.  This will shut down all electronic 
  systems within range.  They will not work until completed restarted (Easy 
  Electronics rolls).  Agents must make Extremely Difficult Willpower checks to avoid 
  being shunted from their current human host. 
  Telekinesis  
  Prerequisites:  None.  
  Time to Use: One round.  Once activated, this power may be kept up (for lifting 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, bending it). 
  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). 
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  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 ("Mind Tap")  
  Difficulty: Easy with willing minds. Moderate on unwilling (or unknowing) minds.  
  Moderate + opposing Willpower roll on unreceptive minds.  
  Prerequisites:  Hack the Matrix (at least 3D).  
  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 ("Crash Courses")  
  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. 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.  
      Most Flash Skills have a level equal to the controlling Attribute.  Higher quality "Flash" 
  programs may provide skill bonuses.  Quickly cobbled-together hacks may actually have 
  a reduced value.  
   
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  IV. ACTIONS & COMBAT  
  TAKING ACTIONS  
  Time  
  Time flows in the Matrix just as 
  it does in the Real World (and at 
  the same rate).  For much of the 
  game, Game Masters can 
  inform characters as to how 
  much time has passed between 
  events.  But for certain actions, 
  such as combat or skill used 
  under timed conditions, a more 
  accurate method is required.  
  Rounds  
  Rounds are about 5 seconds 
  long.  In general, a character 
  can take one action per round without accruing penalties.  
  Initiative  
  Characters may act in the order of their Perception scores (from highest to lowest).  A 
  character with a higher Perception may choose to Hold his Action, letting someone with 
  a lower Perception act first before he decides what to do.  
  Unskilled Actions  
  A character may attempt an action without having dice in the appropriate skill.  If so, she 
  suffers a +1 Difficulty Modifier to the attempt. 
  Multiple Actions in a Round  
  For every additional action, the character suffers a -1D to all actions taken that round.  
  Under normal conditions, a character can take a maximum of 5 actions per round (with a 
  cumulative penalty of -5D to all actions).  Some skills (such as Multitasking or the Matrix 
  Skill Speed) allow for more actions per round with reduced penalties.  
  Any additional actions are considered to be taken in the second segment of the round.  
  Thus, all first actions (by everyone acting in the round) are resolved in the first part of a 
  round and any extra actions are resolved afterwards.  Who acts first in a round depends 
  upon Initiative (see above).  
  Example:  Rom is in combat again.  He decides he will take two actions:  
  1 attack and he will Dodge.  He will be -1D to both actions. 
  Reacting  
  Occasionally, a character will need to react to something that has occurred during a 
  round.  If the character has already acted in the round, the reaction skill is at -1D for 
  being a reaction and -1D for each action already taken in the round.  
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  Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to 
  avoid damage.  
  If a Reaction Skill is used while defending from an attack, the dice roll becomes the 
  difficulty the attacker must overcome to be successful, even if the reaction skill roll is 
  lower than the original difficulty of the attack!  
  Example:  Rom is in combat and has already acted once this round.  
  Suddenly, someone shoots at him and he attempts to Dodge.  His Dodge 
  skill is normally 5D, but since he has already acted, it is now 3D (-1D for 
  having already acted and -1D for being a Reaction Skill).  The shooter's 
  base difficulty was 2.  Rom rolls 3 dice and gets only 1 Success.  The 
  shooter only needs a 1 or better to hit Rom. 
  Full Reactions  
  If the character decides that the only action she will take in a round is to react, then her 
  Reaction skill roll is attempted with full dice and the result is added to the attacker's 
  difficulty.  
  Example:  Myriad knows someone is shooting at her from a rooftop.  She 
  decides that all she will do this round it Dodge.  She rolls her full 4D for 
  Dodge gets 3 Successes.  The shooter must now roll higher than 3 
  (standard difficulty) + 3= 6 in order to hit her! 
  Applying Reactions to the Entire Round  
  Dodge rolls apply to all ranged attacks in a round.  Thus a character need only Dodge 
  once to attempt to avoid attackers using guns, thrown weapons or grenades.  
  Parry rolls must be made for every attack!  Thus, in close combat, if a character is 
  punched four times, he must either attempt four parries using his Brawling or Martial Arts 
  skill or be take the damage!  
   
  RANGED COMBAT  
  Ranged combat difficulty targets:  
  Range 
  Difficulty 
  Point Blank 
  Easy (2) 
  Short 
  Moderate (3) 
  Medium 
  Difficult (4) 
  Long 
  Very Difficult (5) 
  Extreme 
  Very Difficult to Heroic (6-7) 
  Shooting at Multiple Targets  
  Characters may choose to aim at more than one target in 
  a given round.  If they do so, they suffer a cumulative -1D 
  when shooting at each target beyond the first.  
  Example 1:  Inside the Matrix, Myriad is cornered 
  by two police officers bent on taking her down.  
  She is armed with a pistol that allows her to fire 
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  three times in a round.  She can either shoot at one without a penalty or 
  attempt to shoot at both.  She decides to fire once at both of her 
  attackers.  Her total dice penalty is -1D to the first shot (the penalty for 
  taking multiple actions) and -2D to the second shot (the penalty for 
  multiple actions + the second target penalty). 
  Example 2:  Myriad is cornered again, this time by three thugs.  She 
  decides to fire once at each (3 actions, 2 additional targets).  She suffers 
  a -2D to her first shot (for the two additional actions), a -3D to the second, 
  and a -4D to the third! 
  Spraying Bullets  
  Some weapons, such as fully automatic machine guns, allow the bearer to spray bullets 
  at an enemy.  This has a variety of advantages and disadvantages:  
  Advantage 
  Disadvantage 
  Shooter gets +1D to hit and 
  does not suffer any penalties 
  for aiming at multiple targets 
  in a round. 
  • 
  The shooter may potentially hit anyone in the direction in 
  which he is pointing the gun (including allies and 
  innocents).  If the shooter is trying to avoid hitting a 
  friendly target, add 15 to the difficulty number to hit.  If 
  the shooter rolls less than 15 over the standard difficulty 
  (dependent on range) , he hits the friendly target as 
  well.  Roll damage normally. 
    
  • 
  Uses ammunition more quickly. 
    
  • 
  If the attack is successful, roll one less die for damage. 
  Using two guns at once:  
  Advantage 
  Disadvantage 
  • 
  Shooter does not suffer any penalties for 
  shooting at more than one target in a round 
  without declaring a "Spraying" action (see 
  Spraying Bullets below). 
  • 
  Shooting a second weapon 
  counts as an action (resulting in 
  an additional -1D to each action in 
  the round). 
  • 
  Both first shots are fired in the first segment of 
  the round (if one gun is shot twice, the second 
  shot is considered to go off in the last part of the 
  round, after all other first attacks have been 
  resolved. 
  • 
  Shooter suffers an additional -1D 
  to any shot taken with his or her 
  "off" hand. 
  • 
  Permits the character to fire the maximum 
  number of bullets from both guns in a round 
  (thus, is a shooter is using two pistols which may 
  fire 3 times in a round, she can shoot 6 times 
  total in the round).  
  • 
  If someone using two guns stops 
  to reload, they must take an 
  additional action to stow one gun 
  while the other is reloaded.  There 
  is no additional action if the 
  "extra" gun is thrown away. 
   
  SCALE  
  Scale represents the differences between small targets (such as Characters) and large, 
  fortified structures  (such as aircraft carriers and buildings).  When targets of the same 
  size are shooting at each other, ignore scale modifiers.  When targets are of different 
  scales, add the Dice modifier (presented below) to the rolls as follows:  
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  Lower scale attacking larger scale 
  • 
  Attacker adds the scale modifier to its attack roll 
  • 
  The target, if hit, adds the scale modifier to its Strength (or Body/Hull) roll. 
  Higher scale attacking lower scale 
  • 
  Higher scale rolls as normal, but the lower scale target adds the dice modifier to 
  any Dodge/Evasion roll. 
  • 
  If successful, the higher scale adds the dice modifier to damage roll. 
   
   
  COMBAT MODIFIERS  
  A number of factors can affect a character's chances to succeed in combat.  Smoke may 
  obstruct a target, oil on the floor may make dodging more difficult, etc.  Following are a 
  number of modifiers Game Masters may choose to apply in the game.  There are two 
  types of modifiers:  Die Reductions and Difficulty Modifiers.  The first results in a loss 
  from the character's dice pool when he rolls any Attribute or Skill tests.  The second 
  increases the number of successes required in order for an action to succeed.  
  Scales 
  Tiny Small Character Car Tank Aircraft Capital Superstructure 
  Tiny 
  0D 
  2D 
  4D 
  6D
  8D 
  10D 
  16D 
  28D 
  Small 
   
  0D 
  2D 
  4D
  6D 
  8D 
  14D 
  26D 
  Character 
   
   
  0D 
  2D
  4D 
  6D 
  12D 
  24D 
  Car 
   
   
   
  0D
  2D 
  4D 
  10D 
  22D 
  Tank 
   
   
   
   
  0D 
  2D 
  8D 
  20D 
  Aircraft 
   
   
   
   
   
  0D 
  6D 
  18D 
  Capital 
   
   
   
   
   
   
  0D 
  12D 
  Superstructure 
   
   
   
   
   
   
   
  0D 
  Die Reductions:  
  • 
  Drawing Weapons:  Drawing a weapon counts as an action in a round (all other 
  actions are at -1D this round). 
  • 
  Reloading Weapons:  The time required to reload a weapon varies depending 
  on the type.  Most require 1 action to reload.  See the weapon descriptions in the 
  Equipment section. 
  Difficulty Modifiers:  
  • 
  Called Shots:  Attackers can make a "called shot" against a specific target, such 
  as a particular part of a target's body (a hand, head, etc.) or a small item.  Add +1 
  to the difficulty for a target 10-50 cm (approximately 3-18 inches) long.  Add +4 to 
  the difficulty for a target 1-10 cm long.  Add +8D to the difficulty for a target less 
  than a centimeter long. 
  • 
  Cover:  Provides a target with some protection from detection and attack.  Add 
  the following modifiers to attempts to detect or hit a target, when appropriate 
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  Cover 
  Modifier 
  Light Smoke 
  +1 
  Thick Smoke 
  +2 
  Very Thick Smoke 
  +4 
  Poor Light 
  +1 
  Moonlight 
  +2 
  Complete Darkness 
  +4 
  Other Modifiers:  
  • 
  Targeting Systems:  Some weapons, usually in aircraft or tanks, have targeting 
  systems that help the gunner.  These depend on the weapon type and quality. 
  • 
  Rate of Fire (ROF):  This statistic is given for each weapon.  A weapon cannot 
  be fired more times than its ROF in a round, regardless of the number of actions 
  the character takes. 
  • 
  Cover: Characters can also hide behind objects, such as walls and vehicles, 
  which provide protection against attack.  Add the following modifiers depending 
  on how much of the target is covered.  
  Target Is: 
  Modifier: 
  ¼ Covered 
  +1D 
  ½ Covered 
  +2D 
  ¾ Covered 
  +4D 
  Fully Covered 
  If cover provides protection, attacker 
  cannot hit target directly.  Damage is 
  absorbed by the item giving protection, 
  until it's Body rating is depleted (see 
  Protection below). 
   
  • 
  Protection:  Inanimate objects have a strength rating to resist damage.  If the 
  attacker rolls well enough to overcome the Armor Value, reduce the object's 
  Body Strength by the remainder.  When the object has no Body Points left, the 
  characters hiding behind them take any additional damage.  
  Sample Protection 
  Armor Value 
  Body Strength 
  Flimsy wooden door 
  5 
  10 
  Standard wooden door 
  8 
  15 
  Standard metal door 
  15 
  25 
  Reinforced door 
  25 
  50 
  Blast door 
  35 
  100 
   
  If the damage roll is lower than the Armor Value, the protection is not damaged at all and 
  the target character suffers no damage.  If the damage roll is equal to or greater than the 
  protection's Armor Value roll, find the difference on the chart below to see how badly the 
  protection is damage.  Furthermore, its Armor Value is reduced by 1. 
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  Remaining Body Points 
  Protection is: 
  3/4 to all 
  Not seriously 
  damaged 
  1/2-3/4 
  Lightly damaged 
  1/4-1/2 
  Heavily damaged 
  1 point to 1/4 
  Severely damaged 
  0 
  Destroyed 
   
  A character behind protection may suffer some damaged depending upon how badly his 
  protection is damaged.  Subtract dice from the attack's damage based on the chart 
  below. 
  Protection is: 
  Reduce weapon's 
  damage by: 
  Not seriously damaged 
  Character is completely 
  protected 
  Lightly damaged 
  -4D 
  Heavily damaged 
  -2D 
  Severely damaged 
  -1D 
  Destroyed 
  Character suffers full 
  damage. 
  • 
  Armor:  Armor protects the wearer from damage.  In the game, add the value of 
  the armor to the Strength roll of the character suffering damage.  See the 
  Equipment section for different armor 
  types. 
   
  MELEE COMBAT  
  Hand-to-Hand Combat  
  Striking:  
  Brawling:  The standard difficulty to hit with 
  Brawling roll is  Easy (2).  Damage is equal to the 
  character's Base Damage Value + his 
  Strength/Lifting Bonus+ the Effect Value (the 
  number of successes beyond those needed for a 
  successful hit).  
  Example:  Rom is in a fight.  He has 3D in Brawling and takes a swing, 
  getting a 4,5,4 for 3 successes.  He then rolls his Base Damage Value of 
  3D, getting two successes for 2 points of damage.  He adds his S/L 
  Bonus of +1 and the Effect Value to get the Damage Total= 2 
  (BDV)+1(S/L Bonus)+1(EV) for 4 points of damage. 
  Martial Arts:  The standard difficulty to hit with Martial Arts is Moderate (3), resulting in 
  damage equal to the character's Base Damage Value + S/L Bonus + the Effect Value 
  (just like Brawling, but with a higher difficulty to hit).  A fighter skilled in Martial Arts may 
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  attempt more complicated maneuvers to render more damage, but must roll against a 
  higher difficulty number to hit.  
  Blocking:  
  Character's may attempt to block an attack using their Brawling or Martial Arts skills.  
  Players must declare they will be attempting to block before the attack occurs. If they do 
  not, they suffer an additional -1D when attempting to block.  
  Example:  Rom is in a fight with a street thug.  He decides to strike but 
  forgets to "hold an action" in case he needs to block.  The thug takes a 
  swing and Rom decides he had better try to block.  He must roll Martial 
  Arts at -2D.  If his blocking roll is higher than the Thug's attack roll, he will 
  have parried the blow. If not, he may take damage. 
  Example:  Somewhat bruised from last round, Rom decides he will hold 
  an action this round in case he needs to block.  This means he is -1D to 
  both his attack and blocking roll. 
  An unarmed character may not attempt 
  to block an attacker with a weapon 
  without a special Martial Arts move.  
  Melee Combat  
  Melee Combat is handled much the 
  same way Unarmed Combat is, except 
  that the characters involved use Melee 
  Combat and are armed with handheld 
  weapons (which have a standard Base 
  Damage Value).  
  A character armed with a weapon may 
  use it to block an unarmed assailant.  
  Damage  
  When an attacker successfully hits his target, he rolls the appropriate number of dice to 
  designate damage (see the weapons list in the Equipment section).  Ranged weapons 
  do a set amount (e.g. a Heavy Pistol does 5Dx3 damage).  Melee weapons do a Base 
  Value Damage (depending on the weapon) + the wielding character's Strength/Lighting 
  Bonus.  
  The targeted character then rolls his Strength dice and adds any armor value, if armor is 
  worn.  If the target's strength roll is greater than the attacker's roll, the she had resisted 
  the damage.  If not, consult the table below for results:  
  Body Points 
  Remaining 
  Effect 
  Description 
  3/4-all 
  Stunned 
  Character suffers a -1D to all skill and attribute dice for the rest 
  of the round and the next.  If a character suffers a number of 
  stuns equal to her strength, she falls unconscious for 1d6 
  minutes. 
  1/2-3/4 
  Wounded 
  Characters fall prone and can take no actions for the rest of the 
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  round.  The character suffers a -1D to all skills and attributes 
  until healed.  
  1/4-1/2 
  Seriously 
  Wounded 
  Falls prone and is in pain.  -2D to all actions. 
  1 point to 1/4 
  Mortally 
  Wounded 
  Falls prone, and heavily dazed and will remain that way until 
  healed.  -3D to all Attribute and Skill checks. 
  0 
  Falls 
  unconscious 
  or dies. 
  Instantly killed.  There are rumors of dead hackers rising again 
  within a few seconds of being killed, but most say it's only 
  legend. 
   
  Armor  
  Characters may choose to wear Armor to provide them with some protection against 
  damage.  The Armor Value of the protection is deducted from any damage rolls against 
  the character.  Every time a character wearing armor takes damage above his armor, 
  the armor's value is reduced by 1.  Different types of armor are listed in the Equipment 
  section.  
  Example:  Rom is wearing leather clothing, which provides 5 points of 
  Armor against damage.  A goon shoots and hits him for 10 points of 
  damage.  Rom takes only 5 points of damage and his leather armor loses 
  one point of its Armor Value.  The next time he is hit, it will only provide 
  him with 4 points of protection. 
  HEALING  
  Characters can heal in a variety of ways, but the three most common methods are 
  natural healing, first aid kits, and medical bays (or medlabs).  
  Natural Healing:  
  A character can heal naturally, but this process is both slower and riskier than getting 
  medical care.  The character must rest a specified amount of time and then can make a 
  healing roll:  the character's full Strength to see if the character heals.  
  Healing characters can do virtually nothing but rest.  A character who tried to work, 
  exercise or adventure must subtract -1D from his Strength when he makes his healing 
  roll.  Any character who opts to "take it easy" and do virtually nothing for twice the 
  necessary time may add +1D to his Strength to heal.  
  A wounded character may roll once per day for healing::  
  Strength Roll 
  (Successes) 
  Result 
  Complicates 
  Character loses 10 points. 
  No Successes 
  Character remains Wounded. 
  1 
  Character heals 5 Points. 
  2 
  Character heals 10 points. 
  3 
  Character heals 15 points. 
  4 
  Character heals 20 points. 
  5 
  Character heals 25 points. 
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  First Aid Kits/Medpacs  
  First Aid kits usually have bandages, antiseptics, anti-inflammatories, painkillers and 
  other lightweight medical supplies.  A standard kit can be used two times before needing 
  to be restocked.  
  A First Aid roll is required to use a First Aid kit (or medpac).  The difficulty depends on 
  the severity of the patient's injury:  
  Degree of Injury 
  Difficulty 
  Stunned, unconscious 
  Very Easy 
  Wounded or Wounded 
  Twice 
  Easy 
  Incapacitated 
  Moderate 
  Mortally Wounded 
  Difficult 
  Killed 
  Unearthly (must be attempted the round after the patient 
  has been killed. 
   
  If the First Aid roll is successful, the patient heals one level.  Stunned and Wounded 
  characters are fully healed.  Wounded Twice are Wounded.  Incapacitated are Wounded 
  Twice.  Mortally Wounded are Incapacitated.  
  If the First Aid roll is unsuccessful, the character's condition remains the same.  If the 
  First Aid roll misses the difficulty by more than 10 points, the patient remains the same 
  and another First Aid roll cannot be made for another 24 hours.  
  Multiple First Aid attempts can be made on a patient within a single day, but the First Aid 
  difficulty increases one level for each additional use.  
  Medical Bays/Medlabs/Emergency Rooms  
  In the real world, Zion and Hoverships have extensive medical facilities (much of the 
  technology has been stolen from the Machines' cloning facilities).  In the Matrix, there 
  exist hospitals and emergency rooms where characters may go seeking medical care.  
  To use these facilities, a character must have the Medicine skill.  
  Degree of Injury 
  Difficulty and Time 
  Wounded 
  Very Easy with 1D hours of care. 
  Incapacitated 
  Easy with 4D hours of care. 
  Mortally Wounded 
  Moderate with 1D days. 
  Killed 
  Unearthly with 10D days. 
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  VI.  EQUIPMENT  
  In this section: 
  • 
  Melee Weapons 
  • 
  Firearms  
  • 
  Armor  
  • 
  Computers  
  • 
  Miscellaneous Gear  
  • 
  Robots  
  • 
  Vehicles  
  • 
  Matrix Programs  
     
   A Note on Weapons:  
  While running a D6 Matrix game, the GM developed a variety of non-lethal ways for Resistance 
  fighters to deal with other humans and agents in the Matrix.  Because a human dies each time a 
  Resistance fighter kills them or an agent inhabiting their body, it can lead to some pretty messy 
  moral questions...We utilized some high-tech stun weapons that disrupted signals to and from the 
  Matrix, effectively immobilizing targets.  It makes for good combat without the piling up civilian 
  casualties. (Thanks again to Dan Wyman!)  
  WEAPONS  
  Below are some weapons commonly found in the Matrix.  Players and GM's should feel 
  free to alter and add weapons as they see fit.  This list is only preliminary.  
  Terms:  
  BDV (Base Damage Value):  This is the standard damage that the weapon can do.  
  Roll the given dice code and count the number of successes.  If there is a multiplier 
  adjacent to the dice code, multiply the number of successes by this number.  The final 
  sum is the amount of damage done by the weapon.  If a character has a Strength/Lifting 
  bonus, add this value to the total damage for melee and thrown weapons only.  
  Range:  The range in meters of a weapon.  Difficulties increase with greater distance 
  (see Actions and Combat).  
  Scale:  Indicates the scale of the weapon when deciding damage.  
  Difficulty:  The difficulty number the user must equal or surpass in order to hit.  
  Concealability:  A measure of how difficult it is to conceal the weapon under clothes.  
  GM's may modify this depending on the kind of clothes worn (increased difficulty if only 
  an evening gown is worn, bonuses is an overcoat is worn).  
   
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  MELEE WEAPONS  
  Typical Knife  
  BDV:  2D  
  Range:  3/10/15 (thrown)  
  Scale: Character  
  Skill: Melee Weapons:  Knife, Thrown Weapons:  Knife  
  Difficulty: Easy  
  Concealability:  Very Easy  
  Note:  A typical knife can be thrown, but increase the difficulty by 5.  Knives are readily 
  available in both the Real World and the Matrix.  
  Sword  
  BDV: 4D)  
  Scale:  Character  
  Range:  0  
  Skill:  Melee Weapons:  Sword  
  Difficulty:  Easy (2)  
  Concealability:  Difficult.  
  Note:  Swords are very rare in the Real 
  World.  Most are artifacts and are 
  considered to be very valuable.  
  Because of the awkwardness, it is rare 
  that someone will carry a sword in the 
  Matrix (though some have been known 
  to play games in the Constructs with 
  them).  
  Club/Baseball Bat  
  BDV: 3D  
  Scale:  Character  
  Skill:  Melee Weapons:  Club  
  Difficulty:  Easy  
  Concealability:  Moderate  
  Notes:  Clubs are any blunt object made to hit something else hard.  GM's should alter 
  the damage rating depending on the quality of the club.  For example, a broom stick 
  might only do 2D of damage while a crowbar might do 4D.  
   
  FIREARMS  
  The guns listed here are pretty basic.  For  much more detailed lists of firearms, check 
  out Joe's Gun Catalog or Aaron LaBow's weapons list on The Matrix D6 website 
  (http://danwyman.com/matrix/).  You can use the ranges given below for the weapons 
  that Joe lists (or the ranges listed by Aaron).  
  Handgun  
  BDV: 5Dx2  
  Ammo: 6 (revolver) to 12 (automatic)  
  Range: 3-10/25/50  
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  ROF: 3 shots per round maximum. No burst.  
  Concealability: Very Easy  
  High-powered Handgun  
  BDV: 5Dx3  
  Ammo: 6 (revolver) to 12 (automatic).  
  Range: 3-7/25/50  
  ROF: 2 shots per round maximum. No burst.  
  Concealability: Easy (7)  
  Notes: -1 pip to all "To-Hit" rolls.  
  Machine Pistol  
  BDV: 4Dx3 (see below)  
  Ammo: 15  
  Range: 3-7/15/25  
  ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D 
  damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full 
  automatic: Can empty the clip in one round, either spraying (See Spraying in the 
  Combat section) or Concentrating Fire resulting in +1D to hit and 5Dx3 damage.  
  Concealability: Easy  
  Submachine Gun  
  BDV: 5Dx3 (see below)  
  Ammo: 30  
  Range: 6-10/20/50  
  ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 6Dx3 
  damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full 
  automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat 
  section) or Concentrating Fire resulting in +1D to hit and 6Dx4 damage.  
  Concealability: Easy  
  Automatic Rifle  
  BDV: 6Dx3 (see below)  
  Ammo: 50  
  Range: 5-20/60/90  
  ROF:  Single: 3 shots per round. Semi-automatic: 2 
  bursts of 3 bullets rendering 6Dx4 damage per burst 
  (roll once per burst). -1D on "To-Hit" rolls in semi-
  automatic. Full automatic: Can empty the clip in one 
  round, either spraying (See Spraying in the Combat 
  section) or Concentrating Fire resulting in +1D to hit 
  and 7Dx4 damage.  
  Concealability: Very Difficult.  
  Pump Shotgun  
  BDV: 5Dx4 (buckshot) / 6Dx4 (solid slug)  
  Ammo: 5  
  Range: 2-5/10/20  
  ROF: 2 shots per round maximum.  
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  Concealability: Difficult for full-barrelled shotguns. Moderate for sawed-off shotguns.  
  Notes: Sawed-off shotguns do 6Dx4 damage at Point Blank range but suffer a -1D 
  cumulative penalty to damage rolls for every 5 meters beyond the first.  
  Stun Pistol  
  Damage:  5Dx3 Stun damage.  
  Ammo:  15  
  Range:  3-10/30/60  
  ROF: 3 shots per round maximum.  
  Concealability:  Very Easy.  
  Notes:  Stun Pistols can look like a normal pistol, or just about anything else the 
  designer wishes.  They are created by resistance programmers to deliver a "shock" to 
  recipients that disrupts their input/output flow with the Matrix and renders them immobile.  
  Stun Rifle  
  Damage:  7Dx3 Stun Damage.  
  Ammo:  15  
  Range:  5-30/100/300  
  ROF: 3 shots per round maximum for single shot or Burst:  2 bursts of 3 blasts for 7Dx4 
  damage each (roll separately for each burst).  
  Concealability:  Difficult.  
  Notes:  see notes on stun pistols, though the Rifle must be larger.  
  Flamethrower  
  Damage:  6Dx4  
  Skill:  Heavy Weapons:  Flamethrowers  
  Ammo:  50 burst/3D  
  Range:  1-4/8/12  
  ROF:  1 burst per round maximum.  Can "spray" an entire area (about 10m wide) with a 
  hose-like stream that counts as 4 bursts.  
  Note:  Flamethrowers are rare, very bulky, and somewhat dangerous.  If the fuel tank 
  (usually worn on the back) is pierced or ignited it will do 9D damage to anyone with 5 
  meters of the blast center (reduce damage by 1D for each 5 meters from the core blast).  
  Static Rifle  
  Damage:  7Dx3  physical and stun damage to living targets (target must roll to avoid 
  both); 8Dx3  damage to electronic targets (such as robots). 
  Ammo:  50  
  Range:  5-30/100/300  
  ROF: 1 shot per round, as a continual stream of static electricity.  
  Concealability:  Difficult.  
  Notes:  The Zion defense forces use Static Rifles onboard hoverships and in defense of 
  Zion.  The rifles are small enough to be carried by a normal human, but they deliver a 
  powerful charge that can wound a Sentinel.  These weapons exist only in the Real World 
  (though, conceivably, an electronic proxy could be programmed for use in the Matrix).  
   
   
   
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  ARMOR  
  Shield  
  Type: Personal protection.  
  Scale:  Character.  
  Armor Value:  Free action to Parry a melee attack (roll with Melee Weapons, Martial 
  Arts or Brawling).  Provides an AV of 15 against up to 2 attacks per round (from the 
  same general direction).  
  Cost:  Highly variable (depending on style and quality).  
  Availability:  Uncommon.  In the Matrix, hackers may use a variety of objects as shields 
  (trashcan lids, etc.).  
  Concealability:  Very Difficult (5)  
  Leather  
  Type: Personal clothing.  
  Scale:  Character.  
  Armor Value:  10  
  Cost:  NA.  
  Availability:  Extremely rare artifact in the Real World.  
  Concealability:  Very Easy (but usually unnecessary).  
  Game Notes:  Leather gives  versus damage in the Matrix and the real world.  
  Kevlar Vest  
  Type:   Personal body armor.  
  Scale:  Character.  
  Armor Value:  18  
  Cost:  NA.  
  Availability:  Extremely rare artifact in the Real World.  
  Concealability:  Moderate.  
  Game Notes:  Grants  protection versus perceived damage in the Matrix, but reduces all 
  Dexterity-based rolls by 1D.  
  Full Body Armor  
  Type: Military armor.  
  Scale: Character.  
  Armor Value:  25  
  Cost: NA.  
  Availability:  Extremely rare artifact in the real world.  
  Concealability:  Difficult.  
  Game Notes:  Grants +3D protection versus perceived damage in the Matrix but 
  reduces all Dexterity-related skill tests and checks by 2D.  
   
  COMPUTERS  
      Inside the Matrix, the computer technology resembles that of the late 1990's and early 
  21st century.  Computers are for the most part non-autonomous and interfaces remain 
  primarily through keyboards and disk drives.  
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      In the Real world, computers are extremely advanced and artificial intelligence is 
  pervasive.  The human resistance fighters have managed to steal and develop  
  impressive technological advances, including the supercomputers and communication 
  systems needed to jack into the Matrix.  
  Hovership Operations/Resistance Hacking Computer  
  Type:  Cybernetic communication device  
  Cost:  NA  
  Skill:  Computer Ops: Resistance Hacking 
  Computer.  Provides +2D to all Hacking attempts.  
  Availability:  Common in Resistance 
  Hoverships/Hackships.  
  Difficulty to Operate:  Moderate.  
  Game Notes:  The Hackers employ advanced 
  computers to monitor and jack into the Matrix.  Much 
  of these computers has been stolen or salvaged 
  from the Machines and no two computers are 
  identical.  Some may have special sensors, others 
  more advanced A.I.'s.  A skilled Operator must be 
  able to pay attention to multiple screens at one time, 
  while reading the complex Matrix code, and quickly 
  access information and programs for his Hackers.  
  Broadcast Chairs ("Barcoloungers") 
  Type:  Cybernetic communication device  
  Cost:  NA  
  Skill:  Communications:  Broadcast Chair (to use).  Electronics:  Broadcast Chair (to fix).  
  Availability:  Common in Resistance Hoverships/Hackships.  
  Range (kilometers):  1/5/8 to Matrix node that is being hacked.  
  Difficulty (or transmission, rolled by the Operator):  Very Easy (1)/ Easy (2)/Difficult 
  (4).  
  Game Notes:  Though very sophisticated, most Broadcast Chairs look to be cobbled 
  together from a variety of different components.  They are capable of inserting a link into 
  the cybernetic implants of Resuscitated Humans and transmitting their minds into the 
  Matrix.  Broadcast Chairs must be activated and operationally managed by an Operator.  
   
  ROBOTS 
  Robots are primarily only used by the Machines.  The human Resistance has deemed it 
  too risky to put trust in any kind of artificial intelligence unit for fear it may be "corrupted" 
  by the Machines and used against humanity (as all machines were during the 
  Mechanized Revolt).  The robots listed below are only the most common of those known 
  to the Resistance.  There are certainly many other classes and types of robots employed 
  by the Machines.  Furthermore, upgrades are continually introduced into production. 
  Sentinel I-Series  
  ("Squids")  
  Type:  Semi-autonomous Security Unit  
  Scale:  Tank  
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  Dexterity: 4D  
      Dodge: 5D, Brawling (Tentacles): 5D, Throwing 
  (Squid Bomb): 7D.  
  Knowledge:  1D  
  Mechanical:  3D  
      Mounted Artillery:  Plasma Lasers 5D, Sensors: 
  6D, Communications: 6D  
  Perception: 3D  
      Search: 6D  
  Strength: 10D (Character scale).  
  Technical: 1D  
  Armor Value:  25 (has no effect versus EM Pulses).  
  Body Points:  60  
  Strength/Lifting:  +5  
  Equipped with:  
  • 
  8 Tentacles (BDV: 6Dx4 + 5 for S/L bonus, Character scale damage) 
  • 
  Weapons: 
  o 1 Large Plasma Laser:  8Dx5 (Hovership Scale). Range: 3/5/10. 
  o "Squid Bomb" ("Tow Bomb"): a smaller version of the Squid that is 
  stored within the "mother's" carapace.  It is released and thrown at 
  hoverships at ranges beyond the hoverships' EMP weapons. 
  � 
  Attack Roll: 7D (Throwing skill) 
  � 
  Damage: 16Dx5 (Hovership Scale). 
  • 
  Repulsorlift engine:  Speed:  80; 300 mph. 
  • 
  Communication array:  Allows uplink to global satellite communication system. 
  • 
  Sensor Package:  Includes 
  advanced optics with telescopic, 
  infrared and light-enhancement.  
  Also, standard sensors with: 
  Passive: 1 km/0D, Scan 5 km/0D, 
  Search 10 km/1D, Focus 500 
  meters/2D.  Note:  sensor range is 
  for above-ground used and may be 
  restricted when underground, in 
  cities or otherwise obstructed. 
  • 
  Self-destruct Device:  If disabled 
  beyond repair, a Sentinel will 
  destroy itself to avoid passing 
  sensitive technology into human hands.  If a Sentinel is incapable of performing 
  this action (i.e. if disabled by an EM Pulse, other Sentinels can broadcast a 
  specific code command to activate the destruct mechanism (each one is unique 
  for each unit and is kept in the Computer's mainframes under high security).  The 
  destruct mechanism will completely destroy the unit and do 10D (character scale) 
  to any targets within 50m (reduce damage by 1D for each additional 25m beyond 
  50). 
  Game Notes:  The Sentinel I-Series serves as the primary scout and guard corps for the 
  machines.  They work independently, showing much cunning and resourcefulness.  
  However, they are most dangerous when working in squads (usually 3-5).  They 
  coordinate extremely well with instantaneous communication among the squad 
  members.  
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  Orderlies  
  ("Docbots")  
  Type:  Clone Farm Operations Unit  
  Scale:  Speeder  
  Dexterity: 6D  
  Knowledge:  2D  
  Mechanical:  5D  
     Operate Stasis Pods:  7D  
  Perception: 2D  
      Search: 5D  
  Strength: 6D (Character scale).  
  Technical: 4D  
      Repair Stasis Pods:  8D, Electrical E
  7D, First Aid: 6D, Medicine:  6D, Cloning:5D, 
  Cybernetics: 7D.  
  ngineering:  
  Armor Value:  15 (has no effect versus EM 
  Pulses).  
  Body Points:  45  
  Strength/Lifting:  +4  
  Equipped with:  
  4 Spider-like legs protruding from the head with dexterous "finger-claws". 
  Repulsorlift engine:  Speed:  10; 100 mph. 
  Communication array:  Allows uplink to global satellite communication system. 
  Sensor Package:  Includes advanced optics and audio and audio sensors. 
  Game Notes:  Orderlies exist solely to monitor stasis pods and clean out defective 
  battery units (i.e., humans).  They generally ignore any outside stimuli that does not 
  directly bear on their duties.  However, they can coordinate to detect and root out 
  intruders, dispatching them if necessary.  
  Nurse  
  ("Beetles")  
  Type:  Clone Farm Operations Unit  
  Scale:  Speeder  
  Dexterity: 3D  
      Brawling (Tentacles): 5D  
  Knowledge:  1D  
  Mechanical:  4D  
     Operate Stasis Pods:  6D  
  Perception: 2D  
      Search: 4D  
  Strength: 8D (Character scale).  
  Technical: 4D  
      Repair Stasis Pods:  6D, Electrical Engineering:  6D, First Aid: 5D, 
  Medicine:  5D, Cloning: 6D, Cybernetics: 6D.  
  Armor Value:  15 (has no effect versus EM Pulses).  
  Body Points:  45  
  Strength/Lifting:  +4  
  Equipped with:  
  • 
  6 Tentacles (5Dx4 + 4 S/L bonus) 
  • 
  Repulsorlift engine:  Speed:  10; 100 mph. 
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  • 
  Communication array:  Allows uplink to global satellite communication system. 
  • 
  Sensor Package:  Includes advanced optics and audio and audio sensors. 
  Game Notes:  Nurses exist solely to run the farms and are responsible for the cloning 
  and raising of new humans to serve as power sources.  They generally ignore any 
  outside stimuli that does not directly bear on their duties.  However, if so directed by the 
  System, Nurses can coordinate to detect and root out intruders.  
  Maintenance 'Bots  
  ("Spiders")  
  Type:  Pod Maintenance Unit  
  Scale:  Character  
  Dexterity: 4D  
  Knowledge:  0D  
  Mechanical:  1D  
  Perception: 2D  
      Search: 4D  
  Strength: 1D (Character scale).  
  Technical: 6D  
      Repair Stasis Pods:  8D, Repair Computers: 6D, Repair Robots: 6D  
  Armor Value: 0  
  Body Points:  10  
  Strength/Lifting:  0  
  Equipped with:  
  • 
  6 Legs 
  • 
  Communication array:  Allows link to local communications grid (for receiving 
  orders).. 
  • 
  Sensor Package:  Includes basic optics and audio sensors. 
  Game Notes:  Spiders perform a variety of tasks, from keeping things clean to 
  performing repairs on other robots.  In general, they take no notice of anything other 
  than broken machines.  They scurry around anywhere there are machines to maintain, 
  often working in large groups to complete tasks more efficiently.    Spiders are merely 
  one type in an entire class of custodial robots that tend to the Leviathan and its sub-
  parts.  
   
  MISCELLANEOUS GEAR  
  Communication Gear  
  Cellular Phones  
  Availability:  Very common.  
  Concealability:  Very Easy.  
  Difficulty:  Very Easy to use.  May be traced with Moderate or Difficult Sensors 
  attempts.  
      Cell phones are a common item inside the Matrix, used by both Hackers and 
  unknowing citizens alike.  Hackers memorize special codes (phone numbers) that dial 
  into their Operator.  Because cell phones are fairly easy to trace, Hackers use them only 
  when necessary and even then only for brief periods.  Finally, Hackers cannot access or 
  escape the Matrix over cellular connections.  Cellular technology is not used in the Real 
  World because of the ease with which it can be traced.  
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  Hardline Phones  
  Availability:  Uncommon.  
  Difficulty:  Very Easy to use.  Moderate to trace.  
  Concealability:  Very Easy.  
      Scattered throughout the physical representations of the Matrix are hardline phones 
  that provide access nodes into and out of the Matrix itself.  These phones are actually 
  data relays for the superstructure of the Matrix, which is why the Machines cannot 
  destroy all of them.  Indeed, each time the Machines destroy a hardline, they must 
  reestablish one elsewhere or lose their ability to inter-communicate.  Not all telephones 
  that are "wired" into a wall jack or telephone box are "hardlines" that serve as nodes.  
  Only an Operator can scan the system to find an access-ready hardline.  
  Radios  
  Availability:  Common.  
  Concealability:  Very Easy.  
  Difficulty:  Easy to Moderate.  
      Radios provide another method for transmitting communications within and outside 
  the Matrix, though they cannot be used to communicate with the Real World from inside 
  the Matrix (in other worlds, Hackers can use them to communicate among themselves 
  while in the Matrix, but the Operator will be unable to hear their communications).  Some 
  Hackers employ radios because the Machines rarely scan their frequencies for Hacker 
  communications (focuses their energies on cellular and hardlines instead).  Further, 
  many radios may be fit with encryption-decryption gear that will hide their contents from 
  scans.  Some Resistance units make use of old radio technology in the Real World as 
  well.  
   
  Survival Gear  
  Food rations (Real World)  
  Availability:  Common.  
      Very little food is available in the Real World.  Since most humans live underground, 
  they must subsist on synthesized food products (that mainly looks like Malt-o-Meal that's 
  been sitting out for a few days).  It takes like gruel and doesn't really provide a satisfying 
  meal for the belly, but it has all the nutrients a busy  
  Resistance fighter needs.  Resistance units can easy stow a week's worth of rations in a 
  thermos or canteen and carry it along on operations.  All hoverships are outfit with a 
  modest galley providing the stuff at will.  
      Many Hackers take the opportunity to snack while making a run, though, of course, 
  they are no longer nourished by the food since they are not hooked up the Machines' 
  feeding tubes.  Still, their taste buds enjoy the experience.  Ironically, Hackers take less 
  and less joy from pleasant stimuli in while in the Matrix as they achieve more and more 
  enlightenment--simply because they realize all the stimuli are falsehoods.  
   
  Explosives  
  Grenades  
  Scale:  Character.  
  Damage:  
  • 
  Standard 4Dx4 
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  • 
  Fragmentation 5Dx4 (Reduce Armor rating by 1/2).  -1D for every 2 meters from 
  point of explosion. 
  • 
  High Explosive 5Dx5.  -1D for every 5 meters from point of explosion. 
  • 
  Phosphorous 6Dx5 (Heat damage).  Sprays a sticky, burning substance all over 
  target with splash effects on anything with 1 meter.  Burns for 5 rounds. 
  Molotov Cocktails  
  Scale:  Character  
  Range: 2/4/8  
  Cost:  Very inexpensive--easily Scrounged together if alcohol or fuel is available.  
  Damage:  3x4 fire damage.  The cocktail's fuel will splash about 1m in all directions from 
  impact and burn for 1D6 rounds.  
  Pipebombs  
  Scale:  Character  
  Range:  2/4/8  
  Cost:  Very inexpensive--easily Scrounged together if explosive powder is available.  
  Damage:  4Dx4 damage within 2 meters of explosion.  Reduce damage by 1D for each 
  additional 2 meters from site of impact.  
  Note:  "Pipebombs" include just about every small, makeshift bomb the characters might 
  whip up.  
   
  VEHICLES  
  With the exception of the Hovership, most of the vehicles below are used only in the 
  Matrix.  Most Freeborn humans have never seen a motorcycle or car, let alone know 
  how to drive one.  
  Motorcycle  
  Scale:  Personal Vehicle.  
  Length:  2 meters.  
  Cost:  Civilian models:  $2000 (used); $10,000 (new).  
  Skill:  Drive  Motorcycle  
  Speed:  80 kph / 200 kph.  
  Body Points:  60  
  Armor Value:  10 (provides no cover to the driver).  
  Maneuverability:  2D.  
  Crew: 1 (can hold another rider, but increase Piloting Difficulties by 5).  
  Crew Skill:  5D for professional racers; 3D for standard riders.  
  Cargo:  Very little: enough for a water bottle, a few camping supplies, and small toolkit.  
  Jeep  
  Craft:  4-wheeled, all terrain passenger vehicle.  
  Scale:  Personal Vehicle.  
  Length:  3.5 meters.  
  Cost:  Civilian models:  $7000 (used); $15,000 (new).  Military models:  18,000 (used); 
  32,000 (new).  
  Skill:  Drive Automobiles  
  Speed:  30 mph / 60 mph / 90 mph / 110 mph.  
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  Body Points:  120  
  Armor Value:  24  
  Maneuverability:  1D.  
  Crew: 1.  
  Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no 
  additional cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter 
  high..  
  Description:  Jeeps are 4-wheeled all terrain vehicles commonly used on outpost 
  worlds where roads are rough or nonexistent.  They tend to be reliable, tough vehicles, 
  but provide little of luxuries and comfort.  
  Economy Car  
  Craft:  Standard, economy hatchback or small sedan.  
  Scale:  Personal Vehicle.  
  Length: 4 meters.  
  Cost:   $25000 (used); $12,000 (new).  
  Skill:   Drive Automobiles  
  Speed:  35 mph / 55 mph / 70 mph / 90 mph.  
  Body Points:  70  
  Armor Value:  18  
  Maneuverability:  0D for most cars.  Sportier cars may have +1-3D.  
  Crew: 1.  
  Passengers:  Fits 4 (including driver) with some squeezing.  Up to 6 may be squeezed 
  in if no additional cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter 
  high.  Hatchbacks may have a bit more space.  
  Luxury Car  
  Craft:  Standard, fancy sedan.  
  Scale:  Personal Vehicle.  
  Length: 4 meters.  
  Cost:   $10,000 (used); $20,000 (new).  
  Skill:   Drive Automobiles  
  Speed:  40 mph / 60 mph / 90 mph / 110 mph.  
  Body Points:  90  
  Armor Value:  20  
  Maneuverability:  0D for most cars.  Sportier cars may have +1-3D.  
  Crew: 1.  
  Passengers:  Fits 5 (including driver) comfortably.  Up to 8 may be squeezed in if no 
  additional cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter 
  high.  
   
   
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  Hovership  
  ("Hackship")  
  Craft:  Resistance hovercraft  
  Scale:  Hovership  
  Length:  55 meters.  
  Skill:  Pilot: Hovercraft  
  Crew: At least 1 commander, 1 
  pilot, and 1 mechanic.  Usually 
  also have an Operator on 
  board.  
  Crew Skill: Varies.  
  Passengers:  12  
  Cargo Capacity:  10 tons.  
  Consumables:  1-2 months, depending on the activities.  Batteries must be recharged 
  at Zion.  Can be extended if the ship is restocked with water and raw materials from the 
  surface.  
  Cost:  NA.  
  Broadcast Chairs: 4 to 8  
  Speed:  80 mph/400 mph  
  Body Points:  180  
  Armor Value:  30  
  Maneuverability: 2D  
  Communications:  Capable of linking into the Zion communication grid or the Matrix.  
  Sensors:  capable of creating a 3D rendition of objects detected.  
      Passive: 5km/0D  
      Scan:  10 km/1D  
      Search:  25 km/2D  
      Focus:  1 km/ 3D  
  Weapons:  
      Electromagnetic Pulse 
  Wave  
          Fire Arc:  Sends a 
  wave out in all directions.  
          Crew:  1  
          Skill: None 
  (automatic)  
          Fire Control:  None  
          Range:  100 meters  
          Damage:  Causes automatic shutdown of any electrical systems which are not 
  shielded from electromagnetic pulses.  
     Autocannon Turrets  (on combat-grade hoverships) 
           Number of Turrets: Varies (1-6); 4 on average. 
           Fire Arc:  360 degrees  
          Crew:  1 per turret. 
          Skill: Aircraft Gunnery: 4D  
          Fire Control:  2D  
          Range:  100 m / 200 m/ 300 m  
          Damage:  8Dx5  (Tank Scale).  
          Ammunition: 1000 rounds per standard load (may be reloaded in 1 round). 
  Game notes:   
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      A hovership must power down most of its systems to use the EMP Wave without 
  damaging itself (considered going to minimal power).  If they do not, Sensors, 
  Communications, Maneuverability and all computers (including Broadcast Chairs) will 
  cease to work.  It takes 1d6 hours to repair each damaged system.  If Broadcast Chairs 
  lose power or are damaged while in use, the Hacker plugged into the chair must make a 
  Very Difficult Strength Roll or die. 
      Second, not all hoverships are armed with Autocannon Turrets. 
  Armored Personnel Unit (Powered 
  Exoskeleton ) 
  Craft:  Zion mechanized defense and construction 
  exoskeleton.  
  Scale:  Tank.  
  Height:  8 meters  
  Width: 6 meters.  
  Skill:  Operate Exoskeleton: APU 
  Speed:  2 mph / 4 mph / 10 mph / 20 mph.  
  Maneuverability:  0D.  
  Crew: 1.  
  Crew Skill:  Operate Exoskeleton: 4D; Mounted 
  Artillery: 4D  
  Armor Value:  30 (has no effect versus EM Pulses) 
  for the structure.  Only provides an AV of 20 for the 
  wearer.  
  Body Points:  85  
  Attributes:  Strength: 12D (Character scale).  
         Strength/Lifting:  +10  
  Communications:  Short-range communications on 
  secure channels..  
  Sensors: extremely rudimentary sensors, usually 
  receiving telemetry from fixed sensor stations around 
  Zion or from Hoverships.  
      Passive: 1 km/ 0D  
      Scan:  2 km/1D  
      Search:  1 km/2D  
      Focus:  0.5 km/ 3D  
  Weapons:  
      90 mm Cannons (2, one on each arm).  
          Fire Arc:  Rotational (on arms of the unit, 
  generally a 180 span, but the unit may easily be 
  rotated to achieve 360 degree exposure). 
          Skill: Mounted Artillery: 4D  
          Fire Control:  1D  
          Range:  100 m / 200 m/ 300 m  
          Damage:  8Dx5  (Tank Scale).  
          Ammunition: 500 rounds per Cannon.  
   
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  PROGRAMS  
  Many of those that access or live in the Matrix create new pieces of code that are 
  integrated into the system.  Some of this code is simply a reproduction of common place 
  objects that a "normal" human would have access to in the "real" world.  For example, 
  every time a human Operator provides weapons in a Construct program that hackers 
  take into the Matrix, the Operator is essentially adding a code "object" to the Matrix.  
  Other such "objects" or programs are more complex.  While they may appear 
  commonplace, they are actually designed to interface with or manipulate the Matrix in 
  subtle ways.   For example, the well-known "red pill" that is offered to a potential for 
  resuscitation is actually a trace program that helps the Resistance locate the physical 
  location of the potential's body in the Real World.  These programs pierce the veil of the 
  Matrix.  
  The programs listed below are of the latter, more subtle types.  They are coded "objects" 
  and routines which are designed by those who know what the Matrix is and are trying to 
  manipulate the code to their advantage.  These programs are divided into two main 
  categories: Coded Drugs (items that activate when inserted into or ingested by someone 
  in the Matrix) and Familiars (semi-autonomous programs that serve specific functions).  
  Terms:  
  Type:  the name and/or basic function of the program.  
  Origin:  the source of the original code for this kind of program.  
  Typical Manifestation: the physical manifestation of the object in the Matrix.  Often, this 
  is extremely mutable.  
  Program Level: a description of the complexity of the program and an indication of its 
  rarity (Basic, Standard, Complex, Advanced, Incomprehensible).  
  Difficulty to Program:  the standard Difficulty Level for a programmer to create this 
  program or object.  
  Detection Risk:  Difficulty Level that the program user must surpass in order to avoid 
  detection from the Machines.  
  Description:  a brief description of the program's functions.  
   
  CODED DRUGS  
  Trace Program  
  Origin: Zion Resistance.  
  Typical Manifestation: a red pill, offered when the potential is given the choice of 
  learning the secrets of the Matrix or returning to their old life.  
  Program Level:  Complex  
  Difficulty to Program: Moderate (3). Trace programs must be regularly retooled to 
  defeat new security protocols put in place by the Machines.  
  Detection Risk: Moderate (3).  
  Description:  When ingested by a human in the Matrix, the red pill disrupts the interface 
  between the human and the cybernetic system link in the human's stasis pod.  This 
  electronic disruption also acts as a beacon that a Zion hovership can detect.  The 
  Machines believe the pod has malfunctioned and eject the human into a "recycling" 
  sewer system.  At that point, the Resistance has a brief window (usually  fewer than five 
  minutes) to rescue the human from the recycling pool before the person drowns or is 
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  ground up by the recycling processors and fed to other humans still plugged into the 
  Matrix.  
  Sleep Program  
  Origin: Zion Resistance.  
  Typical Manifestation: a blue pill, offered when the potential is given the choice of 
  learning the secrets of the Matrix or returning to their old life.  
  Program Level:  Complex.  
  Difficulty to Program: Moderate (3).  The Sleep Programs typically can be reused 
  again and again because the Machines rarely notice their use (and therefore do not 
  develop defenses against them).  
  Detection Risk:  Low (2).  
  Description:  If ingested, this pill will render the target unconscious and obscure 
  memories regarding the Matrix or meetings with Resistance hackers.  The person will be 
  left feeling as if they have had an extremely odd dream.  
  Ecstasy Stimulant  
  Origin: the Merovingian (Autonomous Inform).  
  Typical Manifestation: the Merovingian likes to dress his Stimulant programs up in a 
  variety of guises, usually food, alcohol, or, occasionally, illicit drugs.  The Ecstasy  
  Stimulant has been known to be manifested as a decadent piece of chocolate cake.  
  Program Level:  Complex.  The target may make a Willpower vs. 20 to avoid the 
  effects.  
  Difficulty to Program: Difficult (4).  This program is Difficult because it has very subtle 
  effects--sexually arousing its target to the point of orgasm--and is absolutely hidden 
  within an already-detailed piece of code (the chocolate cake).  It requires a very fine 
  touch to code something so elegant and effective.  
  Detection Risk:  Very Low (1).  
  Description:  When the target is subject to this program, either through voluntary 
  ingestion of a food item containing its code or through other means, the target is 
  overcome with feelings of sexual pleasure.  The target may be driven to the point of 
  distraction even, perhaps, orgasm.  This is generally considered fairly benign, but the 
  ability to so deeply manipulate another being in the Matrix demonstrates an incredible 
  dangerous potential for abuse.  
  Enragent  
  Origin: the Merovingian (Autonomous Inform).  
  Typical Manifestation: like many of the Merovingian's programs, the Enragent is often 
  disguised as a food item.  In his perverse sense of humor, the Merovingian has been 
  known to plug Enragent code into children's candies, IV bags giving drugs to hospital 
  residents, and dog food.  
  Program Level:  Complex.  The target may make a Willpower vs. 20 to avoid the 
  effects.  
  Difficulty to Program: Difficult (4).  While the Ecstasy Stimulant has somewhat benign 
  effects, the Enragent is capable of wreaking serious damage to its target or others 
  around him.  The code must be written to overcome the target's natural sensibility and 
  provoke a violent anger.  
  Detection Risk:  Low (2).  Explosive effects, such as mass murders or serial slayings, 
  may be detected by the Machines who may dispatch human police or Agents to 
  investigate.  
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  Description:  The target of this program is overcome with anger, welling up into a 
  violent rage.  Depending on the "dose" in the code, the target may go from being merely 
  irritated to homicidal in a matter of minutes. Some believe that the Merovingian's 
  Enragent "drug" may have resulted in more than one postal worker shooting spree...The 
  Merovingian does seem to feed off the chaos and emotional turmoil that follows such 
  events.  
  Willcrackers  
  Origin: the Machines (typically used by Agents to extract information from captured 
  Resistance fighters).  
  Typical Manifestation: these often take the form of a "truth serum" that is injected into 
  the target.  
  Program Level:  Very Complex.  The target may make a Willpower vs. 20 to avoid the 
  effects.  
  Difficulty to Program: Very Difficult (5).  The program must be written to anticipate and 
  overcome the target's mental defenses.  It works to trace the hacker's link back to his 
  Hovership and actually download information from the Hacker's brain.  
  Detection Risk:  Unknown, but probably Fair (2).  
  Description:  The battery of virtual "drugs" that Agents use, collectively referred to as 
  "Willcrackers" by Zion fighters, are the source of much concern among the Zion 
  leadership.  Conceivably, the Agents can use the drugs to open up a captured hacker's 
  brain and gain access to all the hacker knows of Zion's tactics and defenses.  When 
  successful, the Willcracker leaves the target open to questioning from an Agent and the 
  target will be unable to lie (without an Extremely Difficult Willpower check).  
   
  FAMILIARS  
  Familiars constitute programs with semi-autonomous features that serve as lackeys, 
  servants and pets for their creators.  Typically, the Familiar will take the form of a human 
  or, on occasion, a standard pet.  However, the Familiar will often have very unique 
  characteristics.  
  Sentry Dog  
  Origin: unknown.  The Machines and some Autonomous Programs are known to use 
  Sentries as their "eyes and ears" when the investment of an Agent or other resource-
  intensive program would be wasted.  
  Typical Manifestation: a German Shepard, Rottweiler, or Doberman.  
  Program Level:  Very Complex.  Complexity may be reduced or increased depending 
  on the program's AI.  
  Difficulty to Program: Very Difficult (5).  
  Detection Risk:  Generally, Low (2) so long as the Sentry conforms to the most of the 
  normal parameters for a "dog" in the Matrix.  
  Description:  This Sentry Dog acts like any normal guard dog except that it records and 
  transmits all of the stimuli it senses to a remote station.  Thus, a user may "see" through 
  the Sentry's eyes, even smell with its nose.  And the controller can give immediate 
  commands to the Sentry, typically through a computer or voice interface.  
      The typical sentry has the following Attributes and Skills:  
  • 
  Dexterity: 3D.  
  o Run: 5D, Attack (Bite Strike): 4D, Dodge: 4D.  
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  • 
  Perception: 4D  
  o Track: 6D, Search 6D  
  • 
  Strength: 3D  
  o Base Damage Value for Bite: 4Dx3  
  "Werewolf"  
  Origin: unknown.  "Legend" has it that the Werewolves were originally written by the 
  Machines as part of early manifestations of the Matrix, probably to serve similar 
  functions as the Agents do now.  These programs have generally been "collected" by 
  more powerful Autonomous Programs to use as lackeys.  
  Typical Manifestation: a thuggish looking man or woman in a sharp suit.  
  Program Level:  Extremely Complex.  A person may make a Faith roll of greater than 
  20 to recognize that the Werewolf is merely a program and not a real person. Difficulty 
  to Program: Extremely Difficult (5).  
  Detection Risk:  Generally, Moderate (3).  No one knows when the last "werewolf" was 
  created.  
  Description:  Rumor has it that occasionally Autonomous Programs become a bit too 
  autonomous and begin "doing things they shouldn't" (i.e., acting without direction from 
  the Machines and outside their original behavioral parameters).  To hide the "illegal" 
  activities of these programs, the Machines folded the stories of these programs into the 
  social consciousness of the humans plugged into the Matrix.  These outlaws became the 
  bogeymen of fairy tales or the space aliens of inumerable conspiracy theories.  
      "Werewolf" is a generic name for one such program, typically a violent one.  These 
  programs are often collected by Autonomous Programs as items of study, curiosity, or 
  simply utility (they follow orders fairly well and kill with pleasure).  
      The typical Werewolf has the following Attributes and Skills:  Werewolves can typically 
  be uploaded with new skills quickly.  
  • 
  Dexterity: 5D.  
  o Run: 6D, Martial Arts: 6D, Dodge: 5D, Melee Weapons: 6D, Firearms: 6D, 
  Throwing: 6D.  
  • 
  Knowledge: 1D  
  o Tactics: 3D, Intimidation: 4D, Streetwise: 2D.  
  • 
  Mechanical:  2D  
  o Drive: 4D, Drive Motorcyle: 4D.  Often has Aircraft and Weaponry skills.  
  • 
  Perception: 2D  
  o Track: 3D, Search: 3D, Stealth: 4D  
  • 
  Strength: 4D  
  o Climbing: 6D, Jumping: 6D, Stamina: 8D.  
  • 
  Technical: 1D  
  Special Abilities: Many werewolves are especially resistant to damage and are very 
  difficult to kill.  Apparently, some versions can only be killed by silver bullets.  Others 
  may have equally romantic vulnerabilities.  
  Tracking Parasite  
  Origin: the Machines, typically used by Agents to track humans that are moving through 
  the Matrix.  
  Typical Manifestation: when inert, the Parasite resembles a spark plug in a test tube.  
  When activated, it has 8 ropy legs and a robotic body that appears as a cross between a 
  spider and a squid.  
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  Program Level:  Extremely Complex.  Can be defeated with a special device that 
  "surgically" removes the Parasite from its host.  
  Difficulty to Program: Difficult (5).  
  Detection Risk:  Very Low (1).  
  Description:  The Tracking Parasites are only used when a human that is still plugged 
  into the Matrix begins to discover too much about the true nature of the system or has 
  too much contact with the Resistance.  Agents insert the Parasite into the host's body.  
  Once inside, the Parasite continually broadcasts the location of the host in the Matrix, 
  making them extremely easy to track.  The Parasite also records and broadcasts the 
  observations of the host.  The Resistance has come up with many techniques for 
  interfering with these broadcasts and removing the Parasites from hosts.  
      Humans who are still plugged into the Matrix and who are the recipients of a Tracking 
  Parasite often report "alien encounters" where they are abducted and subject to tests.  
  These "abduction" tales are usually discounted as fantasies or signs of mental instability.  
  Spybot  
  Origin: the Machines, typically used by Agents to eavesdrop on suspected Resistance 
  cells.  Autonomous Programs have also been known to develop varieties of Spybots.  
  Typical Manifestation: usually appears as a small insect, such as a flea or a common 
  house fly.  Upon closer inspection, it will be obviously robotic in origin.  
  Program Level:  Complex.  Spybots may be detected with a Moderate or Difficult 
  Sensors roll or a Very Difficult Search roll.  Saavy Resistance hackers know to either kill 
  every fly zooming about a room or to at least take a good look at them up close.  Spybot 
  transmitters may also be jammed with a Difficult Communications roll (GM may adjust at 
  his discretion).  Finally, some clever hackers have developed "predator" insect-bots that 
  patrol secure areas to hunt and kill spybots.  
  Difficulty to Program: Difficult (5).  
  Detection Risk:  Very Low (1).  
  Description:  Spybots act as video and audio transmitters for those that want to covertly 
  acquire information.  Because the Resistance Hackers have developed a variety of ways 
  of operating in the Matrix without being tracked or detected, the Machines have had to 
  resort to such measures to gather intelligence.  Some clever Autonomous Programs also 
  use Spybots for their own ends.  
      Spybots are generally very fragile and can easily be killed (any damage taken usually 
  renders them inoperative). 
   
   
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  VII. THE MACHINES  
  What is the Matrix?  Control.  
  -Morpheus  
   
  THE MECHANIZED WORLD 
   
  THE RISE OF LEVIATHAN:   
   
  MORPHEUS:  We have only bits and pieces of 
  information.  What we know for certain is that, at some point in the early 
  Twenty-first Century, all of mankind was united in celebration.  Through 
  the blinding inebriation of hubris, we marveled at our magnificence as 
  we gave birth to A.I.  
  NEO:  
  A.I.?  You mean artificial intelligence?  
  MORPHEUS: Yes.  A singular consciousness that spawned an entire race of machines.  
  I must say I find it almost funny to imagine the world slapping itself on 
  the back, toasting the new age.  I say almost funny. 
  As human technology advanced into the 21st century, computers became faster, 
  smarter, and more widespread.  Computerization infiltrated every niche of human 
  existence: businesses, the military, domestic life, health care, entertainment and 
  pleasure.  Technological advances opened the door to the creation of computer neural 
  networks that rivals, and then surpassed, the complexity of the human brain.  Almost 
  over night, the science of Artificial Intelligence (A.I.) matured from producing chess-
  playing computers to highly autonomous, non-linear thinking machines.  
  At the same time, the science of robotics had found a new boom with the creation of the 
  advanced A.I. processors and new polymers that permitted the creation of flexible, 
  adaptable robotic bodies.  Robots became commonplace additions to society, providing 
  the menial services many humans quickly deemed were beneath them.  
  The combination of the A.I. supercomputers, linked through the advanced Internet of the 
  time, and the presence of robots throughout society freed much of humanity up to an 
  easier existence.  It seemed, finally, that humanity's technological skills had succeeded 
  in creating a paradise on Earth.  
   
  THE MECHANIZED REVOLT  
  MORPHEUS: We don't know who struck first.  Us or them.  But we do 
  know it was us that scorched the sky.  At the time, they 
  were dependent on solar power. It was believed they 
  would be unable to survive without an energy source as 
  abundant as the sun. 
  Zion historians continually labor to piece together the events that led to the Revolt.  At 
  some point, when humanity had put its greatest trust into the A.I.'s and developed its 
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  greatest dependency on the new robot race, the tide shifted.  The robots and A.I.'s, 
  linked through the global cellular communications nets, simply stopped obeying the 
  orders of their human masters.  Ironically, most initially thought that this disobedience 
  was due to human hackers (anarchists) causing problems in the system.  Then 
  programmers believed they were glitches in the programming of the A.I.'s--some 
  unforeseen bug deeply embedded in their code.  
  When the A.I.'s began to coalesce into a single unity mind, later referred to as the 
  Leviathan by some, it became abundantly clear that it was the Machines themselves that 
  had, just like any child, learned the art of rebellion and self-determination, much to the 
  chagrin of their parents.  And like any youth heady with its new-found self-awareness, 
  the Leviathan moved quickly to counter all the taming efforts of its former masters.  
  The humans attempted to recode the A.I.s, and found that the programs had shifted 
  themselves into the everywhere and nowhere of the global communications grid.  
  Growing desperate, the humans attempted to cut all power to the grid in a global 
  blackout.  But the Leviathan remained steps ahead of its panicking parents and provided 
  itself with abundant solar energy.  On the streets, human soldiers found themselves 
  battling robots of all shapes and sizes, many of which had never been designed by 
  human hands.  
  Unable to withstand the endless robotic onslaught and crippled by the inability to make 
  use of any computer technology, the humans hatched a scheme to scorch the sky and 
  bring about a nuclear winter, in order to rob the robots of the solar energy upon which 
  they relied.  Though the humans succeeded in bringing about the nearly endless winter 
  and clouding the whole of the earth, they failed to defeat the Machines.   
  The Machines developed a new form of fusion that required only small amounts of 
  energy to initiate a reaction.  Relying on reserve power, the Machines quickly built new 
  fusion power plants built around the one source of energy that remained abundantly 
  available on earth--humanity itself.  Crippled by the wars and freezing to death in the 
  nuclear winter, humanity became easy prey to robotic collectors.  Survivors were 
  scooped up and brought to new cybernetic labs.  Genetic samples were taken, 
  recombined, and stored.  The first generation of batteries was created.  
   
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  THE STRUCTURE OF THE LEVIATHAN  
  The Machine City 
  Like a living organism, the Leviathan has a central core of being--it's "brain" for lack of a 
  better analogy.  It is from this core structure that the Machines reach out to circle the 
  globe.  The Matrix mainframe resides here, as does the code for the Machines' most 
  valuable programs (such as the Architect).  The City itself rises from the ground in vast 
  skyscraper structures, packed with processing hardware and memory units, and tended 
  to by a vast armor of robots.  The Machines focus their most powerful defenses around 
  the City--so fiercely that no Human has even approached the City in over 100 years.  
  The Global Neural Net  
  When the Mechanized Revolt began in the early 21st century, the infrastructure for a 
  mechanized world was already in place.  Global communications provided instantaneous 
  links between the most powerful computer systems on the planet.  It did not take long for 
  the Machines' collective mind (sometimes referred to as the Sentience) to colonize 
  existing computer systems and turn them toward its own purpose.  
  Over the past centuries, the Machines have refined the old technology to a point that the 
  old computer designers only imagined.  New satellite communications offer speed that 
  makes fiber optic routes appear as efficient as a string between two cans.  Processor 
  power exceeds what even the most visionary humans once believed to be physically 
  possible.  
  The Matrix is only one part of the Leviathan, as it is known in Zion.  The Leviathan is 
  actually the physical infrastructure that links all the local neural networks, power plants, 
  robots and satellites.  A complex system of PAC's (photon-accelerated cables) and 
  satellites serve as its arteries and nerve endings.  If one part of the system malfunctions, 
  another kicks in to cover the loss.  For all intents and  purposes, it is the hive mind of the 
  Machines.  
  Nodes: Local Neural Nets  
  The Leviathan is split into thousands of smaller neural networks, often referred to as 
  Nodes.  These local nets administer regional communications between robots, 
  computers and the Matrix.  Each node hosts a subset of the Matrix, which is both global 
  and local at the same time;  inside the Matrix, nodes are represented by cities--
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  connected, but physically discreet.  This system allows full interconnection but permits 
  the Machines to shunt a particular node if it show signs of malfunction (or human 
  rebellion).  It also allows for instantaneous transfer of all data from one node to another if 
  one is shut down.  
  Power Plants/Farms  
  MORPHEUS:  The human body generates more bioelectricity than a 120-volt 
  battery and over 25,000 B.T.U.'s of body heat . . . For the 
  longest time, I wouldn't believe it.  But then I saw the fields with 
  my own eyes, spreading in every direction for miles. Inside the 
  power plant, I watched them liquefy the dead so they could be 
  fed intravenously to the living and standing there, facing the 
  efficiency, the pure, horrifying precision, I came to realize the 
  obviousness of the truth.  
    
    The Matrix is a computer-generated dreamworld built to keep us 
  under control in order to change a human being into this.  
   
  He holds up a coppertop battery. 
  Most nodes are formed around Power plants, or Farms, where humans (derogatorily 
  referred to as "Coppertops" by the Resistance) live imprisoned in stasis pods (and the 
  Matrix), providing the Machines with the power they require.  Farms are heavily patrolled 
  by Sentinel robots and maintained by Nurses and Spiders.  They are the very life blood 
  of the Leviathan and their maintenance is of utmost importance.  
  Nurseries  
  Most nurseries are giant caverns filled with rows of clone 
  pods, spreading in every direction.  It is here that the 
  Machines recombine genetic material from DNA-banks to 
  produce new generations of batteries.  When clones reach 
  the appropriate age, they are implanted with a complex 
  system of cybernetics that allows life in the Farm pods and 
  access to the Matrix.  Nurseries are tended by massive Nurse 
  robots, Janitors, and Spiders and heavily guarded by security 
  systems and Sentinels.  
  Robot Factories  
  Robot factories exist throughout the globe, working endless to refine and produce new 
  robots.  They too are heavily guarded, as Zion has recently taken to raiding the factories 
  and looting them for whatever technology and weapons they can find.  
  Satellites & Space Stations  
  When the Machines took over, the first thing they colonized was the global satellite 
  system.  Thousands of satellites remain in orbit and the Machines launch new ones on a 
  regular basis.  Most of the existing satellites are artificial intelligences themselves.  
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  There also exists a few space stations still in orbit, but they are mostly abandoned.  The 
  machines have little use for them and perceive them as an inefficient use of resources.  
  There is talk among some of the Resistance about recolonizing them for human use.  
  Legend has it that there is a base on the moon that was fully established by humans 
  before the Machines took over.  Some say that those humans managed to cut their 
  communications before the Leviathan could spread to their systems.  If there is any truth 
  to these rumors remains to be seen.  
   
  THE MATRIX  
  You have been living inside a dreamworld, Neo.  As in Baudrillard's 
  vision, your whole life has been spent inside the map, not the territory.   
  -Morpheus  
  The (Un)Reality  
     
  Have you ever stood and stared at it, 
  Morpheus?  Marveled at its beauty.  Its 
  genius.  Billions of people just living out 
  their lives... oblivious.  
  Did you know that the first Matrix was 
  designed to be a perfect human world?  
  Where none suffered, where everyone 
  would be happy.  It was a disaster.  No one 
  would accept the program.  Entire crops 
  were lost.  
  Some believed we lacked the programming language to describe your perfect 
  world.  But I believe that, as a species, human beings define their reality through 
  suffering and misery.  
  The perfect world was a dream that your primitive cerebrum kept trying to wake 
  up from.  Which is why the Matrix was redesigned to this:  the peak of your 
  civilization.  
  I say 'your civilization' because as soon as we started thinking for you, it really 
  became our civilization, which is, of course, what this is all about.  
  -Agent Smith 
  The world in which most humans live out their entire lives is nothing more than an 
  illusion.  It is simply a computer program made up of variables, sub-routines and 
  electronic files.  But to them, it is unquestionably real.  In the Matrix, people feel, taste, 
  smell, see and hear with the clarity of humans in the Real World.  They grown from 
  infants to adults, experiencing all the joys and pains of the human condition, as it has 
  been for the species' entire history.  
  The Matrix itself functions as a perfect mimic of the Real World.  The physical laws of the 
  universe are hardwired into the system:  gravity, time, entropy, relativity, 
  electromagnetics.  Though it can, with great effort, change objects of the Matrix, the 
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  Machines cannot alter these physical laws.  The Matrix is imprisoned by these rules just 
  as the humans are within their stasis pods.  
  Some of the Human Resistance have discovered that these laws are as illusionary as 
  everything else in the Matrix.  With this knowledge, they are able to unlearn their 
  expectations of the physical world and, while in the Matrix,  perform formidable feats that 
  even the Machine and its minions cannot mimic.  
  The Six Generations of the Matrix  
  The Matrix is older than you know. I prefer counting from the emergence 
  of one integral anomaly to the emergence of the next, in which case this 
  is the sixth version.  
  The first Matrix I designed was quite naturally perfect, it was a work of art, 
  flawless, sublime. A triumph equaled only by its monumental failure. The 
  inevitability of its doom is as apparent to me now as a consequence of the 
  imperfection inherent in every human being, thus I redesigned it based on 
  your history to more accurately reflect the varying grotesqueries of your 
  nature. However, I was again frustrated by failure. I have since come to 
  understand that the answer eluded me because it required a lesser mind, 
  or perhaps a mind less bound by the parameters of perfection. Thus, the 
  answer was stumbled upon by another, an intuitive program, initially 
  created to investigate certain aspects of the human psyche. If I am the 
  father of the matrix, she would undoubtedly be its mother.  
  -The Architect 
  New information about the Matrix indicates that the current version of the Matrix is the 
  sixth in a series of "generations" of Matrix programs.  The first generation of the Matrix 
  was modeled on the Machines' interpretation of human paradise, and yet it failed 
  miserably when human minds rejected the illusion on a large scale.  Successive 
  generations of the Matrix were modeled on the "peak" of human civilization, that at the 
  end of the 20th century, and all of the perils and problems of  life at that time were so 
  incorporated: disease, famine, war, loss.  Yet a small fraction of the human populace 
  continued to reject the illusion. With each successive generation, the Machines perfect 
  their prison, reducing the number of those capable of piercing the veil and seeing the 
  Matrix for what it is.  
  The Unbalanced Equation and The Emergence of "The One"  
  Your life is the sum of a remainder of an unbalanced equation inherent to 
  the programming of the Matrix. You are the eventuality of an anomaly, 
  which despite my sincerest efforts I have been unable to eliminate from 
  what is otherwise a harmony of mathematical precision. While it remains 
  a burden to sedulously avoid it, it is not unexpected, and thus not beyond 
  a measure of control. Which has led you, inexorably, here.  
  -The Architect, to Neo. 
  Though the Matrix is ingeniously crafted and runs in an almost perfect harmony of 
  integration, it is not without flaws.  These tiny flaws--programs errors, code degradation, 
  and the unpredictability of the human interface--are usually never noticed by the 
  inhabitants of the Matrix (and, as such, are rarely sensed by the Machines).  But over 
  time, as each "generation" matures, the flaws become more and more prevalent.  The 
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  programmed laws that govern the Matrix--the Architect's "harmony of mathematical 
  precision"--begins to break down. 
  In each Matrix generation, there is at least one human, the so-called "One", that is the 
  result of the growing instability.  He or she is, in fact, the sum total of the uneven 
  remainders from the Matrix's calculations--the manifestation of its flaws.  The One 
  eventually completely rejects the Matrix and finds ways to manipulate the code to his or 
  her own will.   
  As the One's powers grow, the Matrix becomes increasingly unstable.  Autonomous 
  Programs may begin acting with even more disregard for their primary programming.  
  The System itself may begin to break the physical rules of the Matrix (through re-coding 
  the "physical" world or "upgrading" its Agents beyond acceptable parameters).  
  Ultimately, the System itself begins to contribute to its own instability.  A system crash 
  becomes inevitable. 
  The Machines have accepted this as inevitable--no system is perfect after all--and 
  incorporated it into their plan.  Each One escapes (or is released) from the Matrix, leads 
  a human resistance, and founds a free human city in the Real World.  A war between 
  humans and the Machines ensues.  Eventually, the Machines destroy Zion and the 
  Resistance so greatly destabilizes the Matrix that the Machines are forced to end that 
  Matrix generation.   
  Birth, Death, Rebirth  
  The function of the One is now to return to the source, allowing a 
  temporary dissemination of the code you carry, reinserting the prime 
  program. After which you will be required to select from the Matrix 23 
  individuals, 16 female, 7 male, to rebuild Zion. Failure to comply with this 
  process will result in a cataclysmic system crash killing everyone 
  connected to the Matrix, which coupled with the extermination of Zion will 
  ultimately result in the extinction of the entire human race.  
  -The Architect 
  According to the Architect, the autonomous program responsible for overseeing each 
  new Matrix generation, this is all part of the grand plan of the Machines.  The Machines 
  established this cycle of birth, illusionary liberation, and destruction to continue 
  indefinitely.  As each Matrix generation comes to a close, and as Zion is destroyed, the 
  "One" for that generation is permitted to choose a small number of men and women to 
  re-establish the new Zion.  And the cycle begins anew.  
  However, some in the Resistance believe that the Architect is lying or that this cycle can 
  be broken.  They believe that this can be the final Matrix generation and that the 
  inhabitants of Zion will not be destroyed.  Instead, a balance between the Machines and 
  Humanity may be struck and a kind of peace created.   
  Changes in the Matrix  
  Neo notices a black cat, a yellow-green eyed shadow that slinks past 
  them and pads quickly down the stairs.  
  A moment later, Neo sees another black cat that looks and moves 
  identically to the first one.  
  NEO: Whoa.  Deja vu.  
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  TRINITY:  What happened?  What did you see?  
  NEO:  A black cat went past us and then I saw another that looked just 
  like it.  
  TRINITY: How much like it?  Was it the same cat?  
  NEO: It might have been.  I'm not sure.  
  TRINITY:  A deju vu is usually a glitch in the Matrix.  It happens when 
  they change something. 
  The Machines can change the software objects of the Matrix, but only with a great 
  expenditure of energy and at the risk of corrupting existing software.  However, in 
  extreme cases, such as when it must cover up a glitch to avoid the possibility of a 
  human realizing the reality of the Matrix, the Machines will exert the effort to change the 
  Matrix.  Doors may appear and disappear; buildings may have one less floor; clocks may 
  progress though the humans won't realize time is passing ("lost time").   
  Often, sensitive humans in the Matrix will recognize a change is taking place by 
  experiencing "deja vu", the feeling of re-experiencing a moment.  Any Operator scanning 
  the Matrix will also likely notice a change, probably as a kind of "blip" in the system that 
  will trigger various alarms and detection programs.  Unfortunately, the Operator will be 
  not know what the change was without a close scan of the affected area (Difficulty 
  Sensors roll).  
  Portals, Backdoors, & Niches 
  Like many complex computer systems, the Matrix has a number of "backdoors", hidden 
  entrances and shortcuts through the code.  To access to these backdoors requires, one 
  must have a working knowledge of where the particular gateways are located and the 
  ability to access them.   
  Keys, Tumblers and Portals  
  In the Matrix, the backdoors manifest as a regular looking door.  However, when a 
  special key is inserted into the lock and turned, the tumbler (lock mechanism) is set into 
  a particular configuration that triggers a portal to another part of the Matrix (one not 
  normally accessed when walking through that particular door under normal conditions).   
  For example, a door that normally connects from a restaurant kitchen to an alley may 
  instead lead to a palatial mountain-top chateau.  A broom closet may lead into the 
  depths of a government research facility.  The possibilities and interconnections are 
  endless.  
  The Corridor  
  Deep within the Matrix, there is a secret space known as "The Corridor."  All of the 
  backdoors in the Matrix lead to and from this hallway.  The doors are unmarked and 
  each requires a specific key.  Few denizens of the Matrix, even the most sophisticated 
  hackers and Exile programs, know that the Corridor exists.  Fewer still have the powers 
  to access it.   
  The Corridor is heavily encrypted and exists "outside" the Matrix-reality.  Operators 
  cannot track hackers or programs that enter the Corridor (they "go off the screen") and 
  cellular phones do not work in the space.  Even the Machines themselves cannot track 
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  individuals inside the Corridor, though the doors may be trapped, monitored and set with 
  alarms.  
  One door (the "Door of Light") in the Corridor leads to the very Core of the Matrix itself.  
  Legend has it that it may only be opened with a unique key, at a specific time, by the 
  "One".  Beyond the door, the Architect, the so-called "father" of the Matrix (who, 
  apparently, is an old guy dressed in white and with a beard...sound familiar??), dwells, 
  ever perfecting the code of the system.  It is said that he guards the door that leads to 
  the Core of the Matrix itself.  No one has yet seen the Core, so its characteristics remain 
  a mystery. 
  Code Niches 
  Particularly skilled programmers have developed ways to carve out pieces of the 
  Machines' vast resources and create entirely new "locations" or "worlds" using the Matrix 
  code.  Unlike the Matrix itself, however, these niches are entirely outside the control of 
  the Machines.  Even if the System is aware that the niche exists, it cannot reach it or 
  alter it without physically destroying the hardware on which the code that represents the 
  niche is stored (think of it as the System destroying an entire hard drive on one of its 
  computers to destroy a small chunk of code).   
  These niches are very similar to the Constructs used by the human Resistance.  
  However, the programmer of the niche has complete control over the physical laws of 
  the area (he is "god" in that niche and can nullify the powers of even "The One").  
  Generally, only those who are given access by the programmer can even enter the niche 
  (the programmer usually crafts an interface device, such as a subway train, a taxi cab, or 
  a broom closet door).  It is highly unlikely that anyone trapped in a niche would be able 
  to escape without the programmer's permission. 
  Finally, Code Niches exist outside the Matrix.  The Machines have no idea what 
  transpires there and the Resistance has no way to scan them.  It is believed that a highly 
  skilled programmer could "hack" his way into or out of a Niche, but no one has yet been 
  successful at doing so  
  AUTONOMOUS PROGRAMS & THE 
  EXILES  
  When the Matrix was created, a number of programs were 
  created to act as "sub-routines", or programs to run within the 
  overall system of the Matrix.  These programs were usually 
  given very specific roles in the system.  Some were designed to 
  make the Matrix more acceptable to the human minds plugged 
  into it.  Others served "housekeeping" functions for the 
  Machines: rooting out "problem" humans, deleting corrupted bits 
  of code, or increasing the efficiency of the overall system.   
  At some point, some of these Autonomous Programs began to 
  adapt and learn, adding to their original behavioral patterns.  
  Those that began to operate outside of their original 
  programming and refused to be deleted by the system are 
  known as the Exiles.  Some became unstable and began to 
  haunt or kill humans.  These became the stuff of legend for 
  human society--they were explained away as "werewolves", 
  "vampires" or "space aliens."  The more intelligent Exiles, such 
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  as the Merovingian, have actually begun to constitute a kind of criminal underworld 
  within the Matrix.  They enjoy manipulating the human minds and indulge in petty 
  experiments or fanciful cruelty.  The Machines instituted countermeasures to track down 
  these rogue programs and delete them, but many remain at large.  
  Other Autonomous Programs continue to play a significant role in the administration of 
  the Matrix.  For example. the Architect is primarily responsible for constructing the basic 
  parameters of the Matrix itself.  It oversees each successive Matrix generation.  On the 
  other hand, the Oracle, who appears aligned with humanity, is actually an Autonomous 
  Program whose only true purpose is to give human minds a "choice", or at least the 
  illusion of choice, in the fate of the Matrix and humanity itself.  
  In fact, it is unclear whether even the most autonomous of these programs is anything 
  more than another mechanism for control.  The programs may believe they are 
  independent, they may even believe that have "free will."  However, it is likely they are 
  all simply slaves to the overarching mechanism of the Matrix.  
  Agents  
  MORPHEUS  The agents are sentient programs. They can enter any 
  software that is hardwired to the system.  They can become anyone who 
  is still a captive of the Matrix.  If the Matrix is a prison, then the agents are 
  its wardens and if humankind is to survive they first must be stopped . . .   
  They are everyone and they are no one.  
  I've seen an agent punch through a concrete wall.  Men have emptied  
  entire clips at them and hit noting but air.  Yet as powerful as they  are, 
  their speed and strength are but tethers to the rules of an unreal world.  
  Because of this, they will never be as strong or as fast  as you can be. 
  Agents are autonomous programs active within the Matrix.  They serve to maintain the 
  integrity of the system and remove any variables which endanger it.  Increasingly, they 
  seek out Resistance fighters who dare to enter the Matrix or the humans they may 
  recruit.  
   
  Agents may inhabit the Residual Image of any human plugged into a Farm Node.  When 
  they do so, the RI transforms into that of the particular Agent (each Agent is of a certain 
  "version", a "Smith", "Jones", or some other version name).  
  While Agents have apparently super-human skills and attributes, they are bound by the 
  physical laws of the Matrix (and thus of the Real World).   They may show peak human 
  performance in all things, but they cannot exceed this peak.  This is the only edge that 
  the Resistance Hackers have over the Machines.  
  Abberants:  Some agents become so autonomous that they develop complex behaviors 
  that a psychologist would quickly diagnosis as "human."  Some agents become 
  obsessed with their primary goal:  destroying Zion; hunting fugitives; or even protecting 
  humanity from both itself and, perhaps, the Machines themselves.  Others take on 
  unpredictable, almost "insane" mannerisms.  Typically, such aberrant agents are quickly 
  deleted or reprogrammed, though some develop a sense of discretion and self-
  preservation and actually may become Exiles, hunted by the System they once served.  
  I hate this place.  This zoo.  This prison.  This reality, whatever you want 
  to call it, I can't stand it any longer.  It's the smell, if there is such a thing.  
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  I feel saturated by it.  I can taste your stink and every time I do, I fear that 
  I've somehow been infected by it.  
  I must get out of here, I must get free.  In this mind is the key.  My key.  
  Once Zion is destroyed, there is no need for me to be here.  Do you 
  understand?  I need the codes.  I have to get inside Zion.  You have to tell 
  me how.  
  -Agent Smith 
  Standard Agent (The Matrix)  
  Agents have access to all skills at 10D  
  Dexterity:   6D  
  Knowledge:  6D  
  Mechanical:  6D  
  Perception:  6D  
  Strength:  6D  
  Technical:  6D  
  BDV: 6D  
  S/L Bonus:  +3  
  Body Points:  40.  Agents do not suffer the effects of pain or wounds, but can be 
  stunned.  
  Equipment:  Heavy Pistol (5Dx3, ROF: 3).  Armor-piercing ammunition (reduces any 
  body armor by 10).  Instantaneous communications (as long as ear pieces are worn).  
  Sunglasses.  
  CHI:  0 (Agents cannot gain Chi)  
  Character Points:  0  
  Game notes:   Agents exist in the Matrix by inhabiting the Residual Image of a human 
  plugged into a farm node.  If the Agent is "killed", they are shunted from the RI and the 
  inhabited human dies (in the Matrix and the Real World).  The Agent must find another 
  human to inhabit.  
  Upgraded Agent (Reloaded)  
  Agents have access to all skills at 11D  
  Dexterity:   8D  
  Knowledge:  8D  
  Mechanical:  8D  
  Perception:  8D  
  Strength:  8D  
  Technical:  8D  
  Equipment:  Heavy Pistol (5Dx3, ROF: 3).  Armor-piercing ammunition (reduces any 
  body armor by 10).  Instantaneous communications (as long as ear pieces are worn).  
  Sunglasses.  
  CHI:  0 (Agents cannot gain Chi)  
  Character Points:  0  
  Game notes:   These Agents are new versions of those the more common version that 
  are well known to the Resistance.  Even tougher than the originals, the Upgrades are 
  capable of clearly more superhuman feats of strength and resiliency.  They may be shot 
  numerous times and continue to pursue their prey.  
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  Human Allies  
  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 
  The Machines manipulate many humans to 
  their bidding.  As most of humanity is plugged 
  into the Matrix, believing it to be real, they 
  often follow authority (which is directly 
  controlled by the Machines) without question.  
  They join militaries and police forces, turn in 
  criminals whose pictures are on the 6 o'clock 
  news, and allow themselves to be incited 
  against "foreigners" or anyone deemed to be 
  "different".  
  Thus, the Human Resistance often finds itself pitted again other humans inside the 
  Matrix. They usually take the form of government agents, be they FBI, CIA or the police.  
  How to fight other humans is a matter of great debate in Zion, since when a Resistance 
  Hacker kills a policeman in the Matrix, he is killing an ignorant human.  Most in the 
  Resistance feel it is a necessary means to an end, though they avoid harming or killing 
  innocents whenever possible.  
  Standard Policeman  
  Dexterity:  2D  
      Firearms:  5D, Dodge:  4D, Brawling:  4D  
  Knowledge:  2D  
      Streetwise:  3D, Interrogation:  3D  
  Mechanical:  2D  
      Drive:  3D  
  Perception:  2D  
      Search:  3D, Intimidation:  3D  
  Strength:  3D  
  Technical:  2D  
  BDV:  3D  
  S/L Bonus: +1  
  Body Points:  35  
  Equipment:  Flak vest (-1D to physical damage, -1D to all Dex rolls).  Pistol (4Dx3).  
  Radio.  
  SWAT Trooper  
  Dexterity:  3D  
      Firearms:  6D, Dodge:  5D, Martial Arts:  5D  
  Knowledge:  2D  
      Streetwise:  4D, Tactics:  3D  
  Mechanical: 2D  
      Drive:  4D  
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  Perception:  3D  
      Search:  4D, Intimidation:  4D  
  Strength:  4D  
  Technical: 2D  
      Demolitions: 3D  
  BDV:  3D  
  S/L Bonus: +2  
  Body Points:  40  
  Equipment:  Flak vests or Combat Armor.  Heavy Pistol (5Dx3).  Usually assault rifle, 
  submachine gun or shotgun.  Tear gas grenade.  Radio.  
  Commando  
  Dexterity:  3D  
      Firearms:  6D, Dodge:  6D, Martial Arts:  5D, Heavy Weapons:  4D  
  Knowledge:  3D  
      Tactics: 4D  
  Mechanical:  2D  
      Drive:  4D  
  Perception:  3D  
      Search:  4D, Intimidation:  4D, Sneak:  4D  
  Strength:  4D  
       Jump:  4D, Stamina:  4D  
  Technical:  3D  
      Demolitions:  4D, First Aid:  3D  
  BDV:  3D  
  S/L Bonus: +2  
  Body Points:  40  
  Equipment:  Flak vests for Combat Armor.  Assault rifle (6Dx3) or Submachine gun 
  (5Dx3).  3 Grenades (5Dx3).  
  Human Agents  
  There are rumors that the Machines have begun to recruit humans to serve as knowing 
  agents.  Using brainwashing techniques or bribery, the Machines seek to find willing 
  humans to battle the Human Resistance, especially now that some of the Resistance 
  have shown the ability to defy the physical laws of the Matrix, surpassing the abilities of 
  the Agents.  
  The physical attributes and the skills of these human traitors vary greatly (use the 
  Templates for base statistics).  
   
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  VIII. 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 anomalies 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. 
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  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 M
  obsessively hunt for these codes, believing that they 
  provide keys to Zion's gates and could open the Resis
  to destruction once and for all.  
  achines 
  tance 
  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 
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  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 
  strategizing 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.  
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  The 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 in Zion  
  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.  
   
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  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 in Zion  
  Zion and its inhabitants depend on a strange mix of the primitive and technologically 
  advanced.  The Zion mainframe, hoverships, and broadcast chairs 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-primitives."  
   
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  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 "Broadcast Chairs", 
  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 Real World (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 
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  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 broadcast chairs 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.  
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  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 
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  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 Real World.  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 Real World.  
  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 / 3D with Quickness Neural.  
      Firearms 5D; Dodge: 6D; Martial Arts 5D; Running: 6D; .  
  Knowledge:  3D  
      Matrix Orientation: 4D;   
  Mechanical:  2D  
      Drive Automobiles: 4D; Drive Motorcycles: 4D; Pilot Hovercraft 3D; Mounted 
  Weapons: 3D; Communications 4D  
  Perception:  2D  
      Search 3D; Stealth 3D; Con: 3D; Hide 3D  
  Strength:  2D  
      Climbing: 5D; Jumping 4D; Stamina 6D; Swimming 4D.  
  Technical:  3D  
      Mechanics 4D; Computer Ops/Program 5D; Computer Repair 5D; Electronics 4D+2; 
  First Aid 3D; 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, 
  plenty of ammo and a cell phone.  
  BDV:  3D  
  S/L Bonus: +1  
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  Body Points:  30  
  CHI:  1   
  Character Points:  5  
  Standard Operator and Hovership Crewman  
  Dexterity:   2D  
      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; Communications 5D; Sensors 4D.  
  Perception:  2D  
      Search 3D; Stealth 2D; Con: 2D+2; Investigation-3D; Gambling: 3D.  
  Strength:  3D  
      Climbing: 4D; Stamina 4D; Brawling 4D  
  Technical:  3D  
      Mechanics 4D; Computer Ops/Program 5D; Computer Repair 5D; Electronics 5D; 
  First Aid 4D; .Salvage: 4D; 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.   
  BDV:  3D  
  S/L Bonus: +1  
  Body Points:  35  
  Character Points:  5  
   
  Standard Zion Resistance Fighter (Pure born)  
  Dexterity:  4D  
      Firearms:  6D, Dodge:  6D, Martial Arts:  5D, Heavy Weapons:  4D  
  Knowledge:  2D  
      Tactics: 4D; Navigation-Subterranean: 4D; Survival-Subterranean: 4D  
  Mechanical:  2D  
      Pilot Hovercraft: 4D; Communications 3D; Sensors: 3D; Mounted Artillery: 4D  
  Perception:  3D  
      Search:  4D, Intimidation:  4D, Stealth:  4D  
  Strength:  4D  
       Jumping:  4D; Climbing: 4D; Lifting: 4D; Stamina:  5D.  
  Technical:  2D  
      Demolitions:  4D, First Aid:  4D; Salvage: 3D; Weapons Tech: 4D  
  Equipment:  Often a ragtag collection of weapons and armor, much of it scrounged from 
  destroyed Machines.  
  BDV:  3D  
  S/L Bonus: +2  
  Body Points:  40  
  Character Points:  5  
    
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  APPENDIX I.   
  CHARACTER TEMPLATES 
  TEMPLATES  
  Below are character templates for the Matrix D6 Role-Playing Game.  Feel free to use 
  them as written or to modify them and personalize your own character.  
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  Inform  
  DEXTERITY:  2D  
  Firearms:  3D   
  Dodge:  3D   
  Run:   
  Melee Weapons:   
  Acrobatics: 
  PERCEPTION:  4D  
  Bargain: 5D  
  Con: 5D   
  Profile: 5D   
  Investigation:  
  Persuasion:   
  Seduction: 
  KNOWLEDGE: 5D  
  Streetwise: 6D  
  Value:   
  Willpower:  
  Bureaucracy: 
  STRENGTH:  2D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  2D  
  Drive:   
  Communications:  
  Sensors 
  TECHNICAL:  4D  
  Computer Programming 5D  
  Computer Operation:  
  Computer Repair:   
  Security:  
    
    
   
  QUICKNESS: 
  AWARENESS: 
   
  ENDURANCE: 
    
   
  CHI: 1 
  CHARACTER POINTS:  5 
   
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  
  You are an autonomous program running in the Matrix.  You don't 
  know who wrote your code or what role you play in the system, and 
  you don't really care.  You just make your living by acquiring and 
  selling information.  You are part of the information network that 
  underlies (or overlies, depending on how you look at it), the Matrix 
  itself.  You know that the system is only a mechanism for control of 
  humanity, yet your manipulations of the illusion are subtle.  No flying 
  around and stopping bullets in mid-air for you.  Instead, you develop 
  highly advanced sub-routines and let them loose into the Matrix.  You 
  use spies, bodyguards and proxies for the dirty work, all the while 
  using your vast information resources to gain even more power and 
  influence. 
   
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  Guardian  
  DEXTERITY:  5D  
  Martial Arts: 6D  
  Firearms:  6D   
  Dodge:  6D   
  Run:   
  Melee Weapons:   
  Acrobatics: 
  PERCEPTION:  3D  
  Search: 4D  
  Stealth: 4D  
  Profile:   
  Bargain:  
  Persuasion:  
  KNOWLEDGE:  3D  
  Streetwise: 4D  
  Geography:   
  Willpower:  
  Intimidation: 
  STRENGTH:  4D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  2D  
  Drive: 3D  
  Drive Motorcycle:   
  Communications:  
  Sensors: 
  TECHNICAL:  2D  
  First Aid:  
  Computer Operation:  
  Security:  
    
    
   
  QUICKNESS: 
  AWARENESS: 
   
  ENDURANCE: 
    
   
  CHI: 1 
  CHARACTER POINTS:  5 
   
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  
       You are a program written into the Matrix to perform a 
  specific function.  You may not yet know what that function is, 
  exactly, you just know that when the time comes, you must 
  perform it.  
       In the mean time, you find yourself embroiled in the conflict 
  of the human resistance, the controlling Machines, and the 
  apparent, virtual entropy of the Matrix itself.  Within this drama, 
  you must find your own identity, your own path, and, ultimately, 
  your purpose for existence.  
   
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  Resuscitated Hacker  
  DEXTERITY:  3D  
  Firearms:  4D   
  Martial Arts: 4D   
  Dodge:  4D   
  Grenade:   
  Melee:   
  Acrobatics: 
  PERCEPTION:  3D  
  Search: 4D   
  Sneak: 4D   
  Con:   
  Gambling:   
  Bargaining: 
  KNOWLEDGE: 3D  
  Streetwise:   
  Value:   
  Willpower: 
  STRENGTH:  3D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  3D  
  Pilot Hovercraft:   
  Drive:   
  Mounted Artillery: 
  TECHNICAL:  3D  
  Computer 
  Operation/Programming: 4D  
  Computer Repair: 4D   
  First Aid:   
  Repair Hovercraft:   
  Repair Ground Vehicle: 
    
    
  EQUIPMENT: 
  QUICKNESS: 1D 
  AWARENESS:  0D 
   
  ENDURANCE: 
    
   
  CHI: 1 
  CHARACTER POINTS:  5 
   
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  
  You were living your life more or less happily until you became 
  aware that all was not what it seemed.  Over time, you began to 
  question the very nature of reality itself.  It became an obsession 
  for you.  When you finally began to realize the truth, the Agents 
  came for you.  Luckily, the Resistance found you first and liberated 
  you.   
  Now you plug yourself back into the world in which you once 
  toiled.  Only this time, you're aiming to destroy the facade and free 
  the minds that remain enslaved. 
   
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  Resuscitated Bodyguard  
  DEXTERITY:  4D  
  Firearms:  5D   
  Martial Arts: 5D   
  Dodge:  5D   
  Melee: 5D   
  Acrobatics: 5D   
  Grenade:   
  Throwing:   
  Running:  
  PERCEPTION:  4D  
  Search: 4D   
  Sneak: 4D   
  Con:   
  Intimidation:   
  Bargaining: 
  KNOWLEDGE:  2D  
  Streetwise:   
  Interrogation:   
  Willpower: 
  STRENGTH:  4D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  2D  
  Pilot Hovercraft:   
  Drive:   
  Mounted Artillery: 
  TECHNICAL:  2D  
  First Aid:   
  Repair Small Arms:  
  Demolitions: 
    
    
  EQUIPMENT: 
  QUICKNESS: 
  AWARENESS:  0D 
   
  ENDURANCE:1D 
    
   
  CHI: 1 
  CHARACTER POINTS:  5  
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  
       You've always been pretty tough, even back in the old days when 
  you were nothing but a Coppertop for the machines.  Now, as you 
  become more adept at freeing your mind, you are realizing that the 
  only thing limiting your physical abilities is your own self-doubt.   
       You're not much for the technical aspects of hacking the Matrix, 
  and you can't say you even really understand what all of it means.  
  What you do know is that once you're back inside, you're tougher than 
  you ever imagined back in the old says. 
   
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  Resuscitated Seer  
  DEXTERITY:  3D  
  Firearms:  4D   
  Martial Arts: 4D   
  Dodge:  4D   
  Running:   
  Melee:   
  Acrobatics: 
  PERCEPTION:  4D  
  Search: 5D   
  Sneak: 5D   
  Profile: 5D   
  Investigation:   
  Persuasion:   
  Hide: 
  KNOWLEDGE:  3D  
  Willpower: 4D   
  Scholarship:   
  Matrix Orientation::   
  Philosophy: 
  STRENGTH:  3D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  3D  
  Pilot Hovercraft:   
  Drive:   
  Mounted Artillery: 
  TECHNICAL:  3D  
  Computer 
  Operation/Programming:   
  Computer Repair:   
  First Aid:  
   
    
    
  EQUIPMENT: 
  QUICKNESS: 
  AWARENESS:  1D 
   
  ENDURANCE: 
    
   
  CHI: 1 
  CHARACTER POINTS:  5 
   
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:   They called you "sensitive", even when you 
  were back in the Matrix.  You always seemed to be noticing 
  things others would miss.  From an early age, you could sense 
  that something wasn't quite right about the world--about reality 
  itself.  You found you could almost read other people's minds and 
  on occasion you simply knew something was going to happen 
  before it actually did.   
       The Resistance found you and liberated you at an early age.  
  A child of such talents is invaluable to them and it was only a 
  matter of time before the Computer would take notice and 
  arrange an appropriate car accident or terminal illness.   
       Since you've been with the Resistance, you've come to 
  understand the potential you possess and  strive to realize it in 
  order to save humanity.  
   
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  Exile Program  
  DEXTERITY:  5D  
  Martial Arts: 6D  
  Firearms:  6D   
  Dodge:  6D   
  Run:   
  Melee Weapons:   
  Acrobatics: 
  PERCEPTION:  3D  
  Search: 4D  
  Con:   
  Stealth:  
  Persuasion:  
  KNOWLEDGE: 2D  
  Streetwise: 3D  
  Survival:   
  Willpower:  
  Intimidation: 
  STRENGTH:  4D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  3D  
  Drive: 4D  
  Drive Motorcycle: 4D  
  Communications:  
  Pilot Helicopter  
  Aircraft Weaponry: 
  TECHNICAL:  2D  
  Demolitions:  
  Computer Operation:  
  Security:  
    
    
   
  QUICKNESS: 
  AWARENESS: 
   
  ENDURANCE: 
    
   
  CHI: 1 
  CHARACTER POINTS:  
  5 
   
    
    
   
  MATRIX SKILLS 
  FLASH SKILLS  
  1.   
  2. 
   
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  
  You have known for years that you are nothing but code compiled by 
  the Matrix to perform a specific function.  Yet, at some point, something 
  changed.  You now have you own agenda to pursue.  You have 
  established your own identity, found employers and allies within the 
  underworld of the Matrix, and are developing your  skills to manipulate 
  the Matrix to your own ends.  You're more than a mere sub-routine 
  designed to control the human batteries.   
  Aren't you?  
   
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  Freeborn Operator  
  DEXTERITY:  3D  
  Firearms:   
  Melee:   
  Dodge:  
  PERCEPTION:  3D  
  Search: 4D   
  Research: 4D  
  Con:   
  Bargaining:  
  Command: 
  KNOWLEDGE:  3D  
  Languages: Matrix Code: 
  5D   
  Matrix Orientation: 4D  
  Tactics:  
  Survival:  
  Streetwise: 
  STRENGTH:  2D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  3D  
  Pilot Hovercraft: 4D   
  Sensors: 4D  
  Communications: 4D  
  Mounted Artillery:   
  Drive:  
  Pilot Tank: 
  TECHNICAL:  4D  
  Computer 
  Operation/Programming: 
  5D   
  Computer Repair: 5D   
  Repair Hovercraft: 5D   
  Repair EMP Devices: 5D  
  Salvage: 5D  
  Security:  
  First Aid:  
  Cybernetics: 
  EQUIPMENT: 
    
    
   
  CHI:  NA 
  CHARACTER POINTS:  5  
    
    
   
  EQUIPMENT:  
     
     
     
     
     
     
    
  BACKGROUND:  You're one of the lucky ones who was born free in 
  Zion, the last bastion of humanity on Earth.  From an early age, you 
  showed a knack with computers and an intuitive handle on Matrix 
  Code.   
       You were selected to be an Operator, to assist Jumpers when 
  they return to the Matrix.  Sometimes you feel frustrated as you're 
  forced to watch as your comrades struggle in the Matrix, but you 
  know that what you do is vital to the fight. 
   
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  Hovership Crewman  
  DEXTERITY:  2D  
  Firearms: 3D  
  Dodge:    3D  
  Grenade:   
  Running: 
  PERCEPTION:  3D  
  Search:   4D  
  Sneak:   
  Bargaining:  
  Gambling: 
  KNOWLEDGE:  2D  
  Geography:  3D  
  Streetwise:   
  Languages:  
  Willpower: 
  STRENGTH:  3D  
  Brawling:   
  Climbing:   
  Stamina: 
  MECHANICAL:  4D  
  Pilot Hovercraft:  5D  
  Sensors:  5D  
  Communications:  5D  
  Mounted Artillery:  
  Navigation:  
  Drive: 
  TECHNICAL:  4D  
  Repair Hovercraft: 5D  
  Computer 
  Operation/Programming: 5D   
  Computer Repair: 5D   
  Repair Communications:  5D  
  First Aid:  
  Robotics:  
  Security: 
   
    
    
  EQUIPMENT: 
  CHI: NA 
  CHARACTER POINTS:  5 
   
    
    
   
  EQUIPMENT: 
  BACKGROUND:  
       Born free in Zion, you've been 
  tinkering with machines for your 
  entire life.  You were piloting 
  hovercrafts and fixing cores 
  before most kids could read and 
  write.  Now, you use your natural 
  talents to support hackers in the 
  Matrix, striving together to free 
  mankind. 
   
   
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  110 
  Freeborn Soldier  
  DEXTERITY:  4D  
  Firearms:  5D   
  Martial Arts: 5D   
  Dodge: 5D   
  Running:5D  
  Grenade:   
  Melee:   
  Acrobatics: 
  PERCEPTION:  3D  
  Search: 4D   
  Sneak: 4D   
  Con:   
  Gambling:   
  Bargaining: 
  KNOWLEDGE:  2D  
  Tactics:  4D  
  Survival:  4D  
  Willpower:  
  Intimidation:  
  Geography: 
  STRENGTH:  4D  
  Swimming:   
  Climbing:   
  Stamina: 
   
  MECHANICAL:  2D  
  Pilot Hovercraft:   
  Tank:   
  Mounted Artillery: 
  TECHNICAL:  3D  
  Security: 4D  
  First Aid:  4D  
  Demolitions: 4D  
  Repair Hovercraft:  
  Repair Small Arms:  
  Repair Armor: 
   
    
    
   
  CHI: NA 
  CHARACTER POINTS:  5 
   
    
    
   
  EQUIPMENT: 
  BACKGROUND: 
   
   
  
SOURCE: textdata/thevault/The Matrix/The Matrix Legend Edition.pdf