TEXT: 1
  GEMINI
  Boil
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  1 minute/point
  DURATION
  2 minutes
  SMR
  Fire
  AREA OF EFFECT
  1 meter cube 
  By invoking a Boil matrix, the matrix controller can cause 1 cubic meter of
  water or a similar liquid to boil. Liquids harder or easier to boil than water
  will decrease or increase the area of effect. However, the Gemini can not boil
  the bodily ﬂuids of a target. 
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  1
  GEMINI
  Breeze
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  30 seconds/point
  DURATION
  30 seconds
  SMR
  None
  AREA OF EFFECT
  3 meter cube 
  The Breeze matrix creates a brisk breeze in the area of effect. This breeze
  is strong enough to move light objects such as papers and dust. In addition, it
  may be used as a defense against gases. Gases will be removed from the area
  of effect with 90% efﬁciency. 
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  1
  GEMINI
  Chill
  GENERATION TIME
  2 sec
  RANGE
  5m
  BOOST
  10 minutes/point
  DURATION
  20 minutes
  SMR
  Cold
  AREA OF EFFECT
  Target 
  Chill allows the Gemini to reduce the temperature of an inanimate object
  by up to 15 degrees centigrade. This matrix is handy for keeping Phentari and
  Eridani comfortable, for preserving meat and other perishables, and for really
  annoying the Python Lizards and Ram Pythons in the party (try chilling their
  armor sometime). If the object to be chilled is in the possession of an unwill-
  ing target, the target item is allowed to make SMR against Cold to negate the
  effect. 
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  1
  GEMINI
  Condensation
  GENERATION TIME
  2 sec
  RANGE
  5m
  BOOST
  1 gallon/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  Varies 
  By generating this matrix, the Gemini causes moisture in the atmosphere
  to condense into liquid form. 1 gallon of liquid is created.
  On a planet with an Earth like atmosphere, this will be water, yet planets
  with different atmospheres may produce different liquids. The moisture con-
  denses over a period of ﬁve minutes. Gemini who use this matrix are advised
  to have something for the liquid to collect in. 
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  1
  GEMINI
  Elemental Sheath I
  GENERATION TIME
  2 sec
  RANGE
  Touch
  BOOST
  2 min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  Target 
  This matrix surrounds the target with a faintly shimmering aura of light
  (blue for a water sheath, red for a ﬁre sheath, white for an air sheath, and
  green for a earth sheath. This sheath protects the target from damage inﬂicted
  by that particular element (not including drowning for the water sheath)
  reducing damage by 6 points per attack. 
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  1
  GEMINI
  Fire Dagger
  GENERATION TIME
  1 sec
  RANGE
  5m
  BOOST
  1 damage/point
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target 
  The ﬁrst of the Gemini ﬁre matrices creates a small, brilliant tongue of
  ﬂame which can be hurled up to 5m. The Fire Dagger has a base 100%
  chance to hit, and inﬂicts 1 point of damage plus one point per additional
  power point expended. 
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  1
  GEMINI
  Identify Plant
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target plant 
  A Gemini using this matrix can identify unknown plants with 90% accura-
  cy. The Gemini will gain information concerning the plant’s biological make-
  up, whether or not it is safe to eat, and any attack or defense forms it may
  have. 
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  1
  GEMINI
  Terrain Sense
  GENERATION TIME
  2 sec
  RANGE
  100m
  BOOST
  10m/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  This power puts a Gemini in tune with his immediate environment. He
  can detect natural terrain features, such as physical makeup and areas of
  instability. He or she can also detect natural hazards, such as quicksand and
  deadfalls, with 80% accuracy. 
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  1
  GEMINI
  Warmth
  GENERATION TIME
  2 sec
  RANGE
  5m
  BOOST
  10 minutes/point
  DURATION
  20 min
  SMR
  Fire
  AREA OF EFFECT
  Target 
  The opposite of the Chill matrix. Warmth allows the Gemini to raise the
  temperature of an inanimate object by up to 15 degrees centigrade. An object
  in the possession of an opponent is entitled to an SMR versus ﬁre to avoid the
  effect. 
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  1
  GEMINI
  Water Freedom
  GENERATION TIME
  2 sec
  RANGE
  Touch
  BOOST
  5 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Target 
  A useful matrix when underwater travel becomes necessary. Water
  Freedom allows the target to move through water as if it were air, with no ini-
  tiative or attack penalties. It does not, however, confer the ability to breathe
  water. 
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  2
  GEMINI
  Breathe Water
  GENERATION TIME
  3 sec
  RANGE
  3m
  BOOST
  10 min/point
  DURATION
  30 min
  SMR
  None
  AREA OF EFFECT
  Target 
  Breathe water allows the recipient to (surprise, surprise) breathe water.
  For an additional two power points, paid at the time of generation, the target
  may breathe any liquid. This does not provide any protection from other dam-
  aging properties of the liquid. The target could, for example, breathe sulfuric
  acid, but jumping into a pool of it would still be a really stupid thing to do. 
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  2
  GEMINI
  Calm Air
  GENERATION TIME
  3 sec
  RANGE
  0
  BOOST
  5mph/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  15m sphere 
  A Calm Air matrix reduces the velocity of wind around the Gemini by a
  base of 20 miles per hour plus ﬁve miles per hour for every additional point
  of power expended. This matrix will do damage to certain non-corporeal
  beings (Battlemaster’s discretion). Against non-corporeal creatures, it inﬂicts
  a base of 2 points of damage plus one point per extra power point expended
  by the matrix user. No SMR is allowed. 
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  2
  GEMINI
  Earthgrip
  GENERATION TIME
  3 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Target 
  By invoking Earthgrip, the Gemini causes the earth to ﬂow up over the feet
  of the target and quickly solidify, hopefully entrapping the victim. This power
  has a base 50% chance to succeed, plus 4% per level of the Gemini over
  fourth, minus the agility defensive modiﬁer of the target. Once trapped, the
  victim must make a strength check at a -50 to break free. Appropriate tools,
  such as a chisel, will also help the victim to escape. 
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  2
  GEMINI
  Fog
  GENERATION TIME
  3 sec
  RANGE
  25m
  BOOST
  1 min/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  20m cube 
  This matrix creates a thick fog which centers on a point of the controller’s
  choice. The fog makes vision extremely difﬁcult (-80% to sighting checks).
  Infrared detection is at a - 30% due to the heat-diffusing nature of the fog. 
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  2
  GEMINI
  Forecast Weather
  GENERATION TIME
  5 minutes
  RANGE
  None
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  5 mile radius 
  An extremely useful matrix. Forecast Weather allows the matrix controller
  to accurately predict weather conditions within a ﬁve mile radius for the next
  day. The level of accuracy of this power is 90%. Gemini with this power have
  become famous tri-vision weatherman personalities. 
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  2
  GEMINI
  Identify Animal
  GENERATION TIME
  3 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target 
  This matrix allows positive identiﬁcation of animals. The information
  gleaned from this matrix concerns the biological makeup of the creature, its
  attack and defense forms, the creature’s general behavior, the basic disposi-
  tion of the creature at the time of generation, and if the creature is sentient.
  The matrix is 90% accurate. 
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  2
  GEMINI
  Fire Spear
  GENERATION TIME
  3 sec
  RANGE
  30m
  BOOST
  1 damage/point
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target 
  Fire Spear creates a bolt of ﬂaming energy which inﬂicts 1d6 damage, plus
  one point per additional power point expended. It has a base accuracy of 90%
  minus 10% per range bracket after the ﬁrst. 
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  2
  GEMINI
  Frost
  GENERATION TIME
  3 sec
  RANGE
  10m
  BOOST
  2%/point
  DURATION
  5 min
  SMR
  Cold
  AREA OF EFFECT
  Target 
  By creating intense cold in the joints, a Gemini may attempt to immobilize
  a suit of armor. The armor must make an SMR versus Cold. Failure means
  that the character suffers a -4 to -16% agility penalty until he removes the
  armor or the armor thaws. Under normal circumstances, the armor will thaw
  out in 5 minutes. The thaw time may vary if the area is unusually cold or hot. 
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  2
  GEMINI
  Petrify (aka Stone Club)
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  1point/cubic meter
  DURATION
  Permanent
  SMR
  Bio
  AREA OF EFFECT
  1 cubic meter 
  This matrix turns wood into a stone like, rock hard, substance. This
  matrix has been useful to stop enemy trackers from following the Gemini
  through a dense forest. It’s hard to hack through stone with a machete -
  equivalent. However, its most popular use is transforming a simple wooden
  club into a petriﬁed skull cracker. Treat a Stone Club as a normal club that
  inﬂicts 3-9 points of real damage and has a SS of 45. 
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  2
  GEMINI
  Water Song
  GENERATION TIME
  3 sec
  RANGE
  100m
  BOOST
  10min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  Water Song is an important matrix to parties planning to function under-
  water. This power gives the Gemini an uncanny rapport with the water around
  him. This matrix provides the Gemini with several advantages. First of all, it
  allows him to swim with level 5 skill (a big hunk of rock swimming at all is
  pretty impressive if you ask me!) Second, it gives the Gemini an effective
  hearing modiﬁer of 150% while underwater due to his incredible sensitivity to
  small motions in the water. Third, it allows him or her to sense current direc-
  tion and strength with 100% accuracy. 
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  2
  GEMINI
  Wind Song
  GENERATION TIME
  3 sec
  RANGE
  50m
  BOOST
  10min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  Gemini believe that to truly be a part of the world, you need to make your-
  self closer to it and learn to commune with it. Wind Song puts the caster in
  deep communion with the atmosphere around him. He senses vibrations in
  the air, slight changes in temperature, and chemical impurities with uncanny
  accuracy. A Gemini using Wind Song receives a -1 to his initiative roll. In addi-
  tion, the matrix controller receives half the normal penalties for not being
  able to see a target, unless the Wind Song is somehow rendered inoperable.
  The Wind Song matrix will not help the Gemini against attacks made by some-
  one, outside the area of effect. 
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  3
  GEMINI
  Animal Speech
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  5 min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  Target 
  Gemini hold that living creatures are the ultimate product of the four ele-
  ments. Thus Gemini study matrices which affect living creatures. Animal
  Speech allows the Gemini to develop a rapport with non-sentient animals for
  the duration of the matrix, enabling communication of basic concepts such as
  emotions or strong mental images, yet not complex sentences. 
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  3
  GEMINI
  Burrow
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  5 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  Burrow gives the Gemini the ability to tunnel through earth or even solid
  rock at a rate of 5m/minute. Witnesses who have seen this power in use say
  that it is almost as if the rock parts before the Gemini, allowing him or her to
  step through. The rate of passage is reduced to 3m/minute if the Gemini
  wishes to leave a passage through which others can travel. 
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  3
  GEMINI
  Earth Song
  GENERATION TIME
  5 sec
  RANGE
  1 mile
  BOOST
  10 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  The third of the Song powers, Earth Song provides the Gemini with precise
  information about the earth surrounding him, up to a distance of one mile.
  The Gemini can tell, through vibrations, the presence and general locations of
  other creatures, as well as their concentrations (a tank platoon makes a heck
  of a lot more vibrations than one squirrel-equivalent). He also knows the
  makeup of the earth to a depth of one mile. Gemini with this power are much
  sought after by military units, geological survey teams, and mining expedi-
  tions.
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  3
  GEMINI
  Entangle (aka Root)
  GENERATION TIME
  3 sec
  RANGE
  20m
  BOOST
  1 per extra target
  DURATION
  1 minute
  SMR
  None
  AREA OF EFFECT
  10 meter rad
  In an area with thick vegetataion, the Gemini can cause the plants to wrap
  themselves around an opponent, or opponents if extra power is expended,
  and entagle them. Targets must make an Agility check or be caught and
  unable to move freely. Targets can free themselves is 10 seconds if they have a
  sharp cutting device like a knife; If not, it will take the target(s) roughly 1
  minute to free themselves from the tangle of vines, roots and branches. 
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  3
  GEMINI
  Fire Song
  GENERATION TIME
  5 sec
  RANGE
  30m
  BOOST
  10 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  Fire Song gives the matrix controller ultra-sensitivity to varying levels of
  heat. This matrix conveys infravision to the Gemini, out to a range of 30m. In
  addition, the Gemini can identify speciﬁc beings or devices by their heat sig-
  natures. The Gemini can also track beings through residual heat traces, with
  an 80% chance of success, minus 20% for every 10 minutes that have passed
  since the creature who is being tracked, passed through the area. 
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  3
  GEMINI
  Ice Shards
  GENERATION TIME
  1 sec
  RANGE
  25m
  BOOST
  1 shard/2 points
  DURATION
  Instantaneous
  SMR
  Cold
  AREA OF EFFECT
  Target(s) 
  Generation of an Ice Shards matrix creates 4 shards of intensely cold ice,
  plus one additional shard for every two extra power points expended. These
  shards may be launched up to 25 meters, against different targets, inﬂicting
  1-4 points of damage apiece. The ice shards have a base accuracy of 80%, -
  10% per range bracket after the ﬁrst A separate to hit roll should be made for
  each ice shard. 
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  3
  GEMINI
  Melt
  GENERATION TIME
  5 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  1 minute
  SMR
  Sonic
  AREA OF EFFECT
  1 cubic meter 
  Melt creates a subsonic vibration which causes most rigid solids to liquify.
  Most forms of rock, metals, and similar materials can be melted in this way.
  The residual effects of the vibrations will last for one minute, after which the
  material will harden again in its new form. The melting produces heat, and
  anyone in contact with the material when it melts will be burned for 2-12
  points of damage. The target object receives an SMR against Sonics to resist
  the effects of this matrix. When used against armor, the Melt matrix will inﬂict
  from 8-48 points of damage to armor integrity unless the armor makes a suc-
  cessful SMR against Sonics.
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  3
  GEMINI
  Nature Meld
  GENERATION TIME
  3 sec
  RANGE
  self
  BOOST
  1 minute/ 2 points
  DURATION
  1 minute
  SMR
  none
  AREA OF EFFECT
  self
  This matrix allows the Gemini to actually become part of nature. The
  Gemini use this power to hide themselves and confuse tracker, or to spy on
  others in safety. The Gemini simply sinks into the earth, walks into a tree,
  melts into a stream, etc. The Gemini may not move, yet suffers no damage
  (he will not drown in water or suffocate in earth) from the meld. In addition,
  all of his senses are intact. Thus, the Gemini can see the surrounding area
  and hear the approach of individuals. If the area with which the Gemini has
  melded is attacked, damage is inﬂicted directly to the Gemini. This power may
  not be used while the Gemini is in armor.
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  3
  GEMINI
  Precipitation
  GENERATION TIME
  10 min
  RANGE
  0
  BOOST
  5 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  1000m rad
  By invoking a precipitation matrix, the Gemini essentially acts as a super
  “cloud-seeder,” causing precipitation common to that speciﬁc area at that
  time of year. For example, if it is December in Alaska, the most common form
  of precipitation would be snow. On Banite-4 during the hot season, however, it
  would be concentrated hydrochloric acid (be sure to pack your umbrella!)
  This matrix will have reduced or no effects in areas where the Battlemaster
  rules there isn’t enough moisture for precipitation, such as the middle of a
  desert. 
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  3
  GEMINI
  Sun Song
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  30 min/point
  DURATION
  5 hours
  SMR
  None
  AREA OF EFFECT
  Self 
  The last of the song matrices, Sun Song turns the caster into a giant solar
  battery, soaking up sunlight and using it to replenish his or her own natural
  energy reserves. The beneﬁts of this are as follows:
  1) While a Sun Song matrix is in effect, the caster heals 1 point of damage
  per hour due to supercharged healing faculties.
  2) The caster does not need to eat, drawing energy from the sun. 
  3) All physical attributes receive a temporary bonus of 10 points for as
  long as the matrix remains in effect. Note
  All of these powers need sunlight to function. A Sun Song will do no good
  at all in deep space or at night. 
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  3
  GEMINI
  Wall Of Water
  GENERATION TIME
  10 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  3 min
  SMR
  None
  AREA OF EFFECT
  20x10x2m 
  This matrix creates a wall of water with the dimensions listed above.
  Persons attempting to pass through the wall will suffer 1-8 points of damage
  and must make a strength check at -60 to break through. This matrix is only
  possible in an area where a sufﬁcient amount of water already exists. 
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  4
  GEMINI
  Alter Earth
  GENERATION TIME
  20 sec
  RANGE
  50m
  BOOST
  5 cubic meters/point
  DURATION
  20 min
  SMR
  None
  AREA OF EFFECT
  15 Cubic m 
  An Alter Earth matrix gives the Gemini total control over the form of earth.
  Within the area of effect, he can change stone to loose-packed earth or mud,
  mud to earth or stone, or earth to mud or stone. The caster can alter the
  earth repeatedly over the duration of the matrix. At the end of the duration,
  the material reverts to its original form, possibly in a new shape. 
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  4
  GEMINI
  Asphyxiate
  GENERATION TIME
  10 sec
  RANGE
  5m
  BOOST
  None
  DURATION
  Special
  SMR
  Bio
  AREA OF EFFECT
  Target 
  The caster of an Asphyxiate matrix seeks to drive all air from the lungs of
  the target, causing them to asphyxiate and die in 1-4 minutes unless an SMR
  versus Biological attack forms is made. During this time, the victim will be at
  -40% to all actions. An injection port of the appropriate type will negate the
  effectiveness of this matrix. 
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  4
  GEMINI
  Cold Snap
  GENERATION TIME
  3 sec
  RANGE
  50m
  BOOST
  5m/point
  DURATION
  Instantaneous
  SMR
  Cold
  AREA OF EFFECT
  Target 
  By application of sudden, intense cold, the matrix controller hopes to
  cause an inanimate object with a crystalline molecular structure (rocks, met-
  als, and the like) to become brittle and shatter. The target object receives an
  SMR against cold; if this SMR fails, the object shatters and is useless.
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  4
  GEMINI
  Elemental Sheath II
  GENERATION TIME
  10 sec
  RANGE
  0
  BOOST
  2min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  Self 
  The Elemental Sheath II is a superior form of the Elemental Sheath. It
  provides protection against all attacks, reducing their intensity by 6 points.
  Additionally, it provides complete immunity to attacks of its own form (Earth,
  air, ﬁre, or water) and their incidental effects (drowning, vertigo, or whatever).
  However, the Elemental Sheath II will not protect one from extremes, such as
  heat generated at the core of the sun. Let’s face it, its powerful but not that
  powerful. 
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  4
  GEMINI
  Fire Sword
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  10 sec/point
  DURATION
  20 sec
  SMR
  Fire
  AREA OF EFFECT
  Self 
  When this matrix is generated, a ﬂaming plane of energy vaguely resem-
  bling a sword phases into existence in the caster’s hand. He or she may wield
  this plane of energy to inﬂict damage. The Fire Sword has a basic accuracy of
  85%, modiﬁed by sword skill, and a parry rating of 35. Any non-energy
  weapon parried by a ﬁre sword must make an SMR versus ﬁre or melt. The
  sword inﬂicts 3-18 points of damage, strength bonus is NOT applicable, and
  ignites ﬂammable objects on the target’s person unless an SMR versus ﬁre is
  made. 
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  4
  GEMINI
  Nature’s Call
  GENERATION TIME
  2 sec
  RANGE
  30m
  BOOST
  none
  DURATION
  varies
  SMR
  Bio at -30
  AREA OF EFFECT
  1 target
  This matrix was created by Joax, a Gemini who loved to hang around with
  Orions. In a nutshell, this matrix causes the target, who is entitled to an Bio
  SMR at -30 (-50 if near running water or taco - equivalent restaurant), to hear
  the call of nature. The opponent must go the bathroom in 2 - 8 seconds. All
  actions during this time are at -50. While indisposed the target is considered
  prone. BMs this is a very rare matrix and only taught by Joax himself for a stiff
  fee, if you even allow it to exist. It is the BM’s discretion on how long the tar-
  get is indisposed and considered prone. Eridani are allowed to make a
  Aggression check to hold it in, yet they will be at -20 on all actions until they
  relieve themselves. 
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  5
  GEMINI
  Pillar of Stone
  GENERATION TIME
  3 sec
  RANGE
  10m
  BOOST
  1 pillar/2 or 5m/1
  DURATION
  permanent
  SMR
  none
  AREA OF EFFECT
  2 m circle
  This matrix allows the Gemini to cause a 10m tall, 2 meter diameter, pillar
  of stone to erupt out of earth and into the sky. This pillar can be cast to
  impede or hurl opponents, or to allow the Gemini to survey the area from a
  better vantage point. If used against an unwilling target, the target is allowed
  an Agility check to avoid the pillar. If the Agility is failed the opponent is
  caught on the pillar as it erupts from the earth. A second Agility check now
  must be made to stay on the pillar. If this second check is failed the opponent
  is launched 1m, in a random direction, for every 5m of pillar height, and suf-
  fers appropriate falling damage. 
  Note: A sufﬁcient amount of earth must be present for this matrix to work.
  It will not work on the tops of buildings or on spaceships. 
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  4
  GEMINI
  Sandblast
  GENERATION TIME
  10 sec
  RANGE
  30m
  BOOST
  2m/point
  DURATION
  Instantaneous
  SMR
  Acid
  AREA OF EFFECT
  3m cone 
  A Sandblast matrix creates a cone of high-velocity, abrasive sand, which
  inﬂicts 2-12 points of damage to all creatures in the area of effect. Creatures
  with unprotected vision must make an SMR versus acid or be blinded for 3-30
  seconds. In addition, armor must also make an SMR versus acid or suffer
  malfunctions, at the Battlemaster’s discretion, because of sand “gumming
  up” the works.
  Note: The caster must be in an area where there is a large amount of
  sand, such as a beach or desert. 
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  4
  GEMINI
  Thunderclap
  GENERATION TIME
  5 sec
  RANGE
  50m
  BOOST
  2m/point
  DURATION
  Instantaneous
  SMR
  Sonic
  AREA OF EFFECT
  5m sphere 
  The Gemini generates a small area of superheated air at the center of the
  area of effect. This air expands explosively, creating a deafening thunderclap.
  All creatures in the area of effect are blasted for 1-4 points of damage from
  concussion, and must make a Sonics SMR, with the following effects:
  Deafness from the Thunderclap is permanent until healed. Protected hear-
  ing adds to the SMR against the attack.
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  SMR ROLL
  RESULT
  Made SMR by 20 or more
  -20 to action for 1-4 rounds
  Made SMR by less than 20
  Stunned and unable to act for 1-4
  rounds
  Missed SMR by 10 or less
  Stunned for 2-8 rounds
  Missed SMR by 10-20
  Stunned for 1-4 minutes; make a
  second Sonic SMR or become deaf
  Missed SMR by more than 20
  Unconscious for 4-24 minutes; make a
  second Sonic SMR or become deaf
  
  4
  GEMINI
  Walk on Air
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  1 min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  self 
  This matrix alters the effects of gravity momentarily. This would allow the
  Gemini to cross over pits, chasms, ravines, or even walk from mountain top
  to mountain top, or building top to building top without falling.
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  4
  GEMINI
  Walk on Water
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  1 min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  self 
  This matrix allows the Gemini to walk on water as if it were solid ground.
  It is useful to cross over lakes and rivers. 
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  4
  GEMINI
  Wall of Air
  GENERATION TIME
  10 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  3 min
  SMR
  None
  AREA OF EFFECT
  20x10x2m 
  The Wall of Air matrix creates a wall of extremely turbulent air, similar to
  the Wall of Water above. Persons attempting to pass through it will suffer 2-8
  points of damage, and must make a strength check at a -60 to successfully
  pass through. This matrix is only possible in an area with an atmosphere. 
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  4
  GEMINI
  Wall of Stone
  GENERATION TIME
  10 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  15x8x2m 
  A useful matrix which creates a wall of stone with the above dimensions.
  The wall erupts out of the ground (this may cause a lot of damage in build-
  ings). The wall can be destroyed by a sufﬁcient force; consider it to have a 8
  threshold and 200 body points. This matrix may only be used in areas where
  a sufﬁcient quantity of earth or stone is available. Most places on the ground
  are a ﬁne place to cast this matrix, but spaceships, the ocean, and the top
  ﬂoor of a skyscraper are out. 
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  5
  GEMINI
  Animal Aspect
  GENERATION TIME
  5 sec
  RANGE
  0
  BOOST
  10 min/point
  DURATION
  15 min
  SMR
  None
  AREA OF EFFECT
  Self 
  The Gemini’s superior understanding of natural creatures and the power
  of this matrix allow mimicry of the powers of creatures which the Gemini has
  had contact. One aspect of a creature can be mimicked at a time (one attack
  form, one movement form, or one defense form). Only “natural” powers may
  be mimicked in this way. Exotic things like ﬁre breathing are probably a no-
  go, but the Battlemaster has ﬁnal discretion. The Gemini can switch the
  aspect being mimicked at will. This switch takes 5 seconds. 
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  5
  GEMINI
  Avatar of Nature (Fire, Earth, Water, Air)
  GENERATION TIME
  5 minutes
  RANGE
  0
  BOOST
  1 minute/2 points
  DURATION
  3 min
  SMR
  None
  AREA OF EFFECT
  none
  This matrix summons an incarnation of the appropriate element (Fire,
  Earth, Water, Air) to do the bidding of the Gemini. The Avatar stands 4 meters
  tall, and looks roughly like a Gemini. The Avatar is immune at all attack forms
  of its type (a ﬁre avatar is immune to ﬂamethrowers) yet is very susceptible to
  attacks from its opposite element (water deals some serious damage to ﬁre)
  which inﬂict double damage. The Avatar has 30 body points, and possesses a
  score of 110 in all physical stats. Avatars attacks with two ﬁsts, each has a 75%
  to hit. Each ﬁst inﬂicts 2-12 points of damage. BMs remember that if a ﬁre
  avatar strikes an opponent, the opponents items must make a SMR against
  Fire or ignite. Also, water damages or destroys electrical equipment if it makes
  contact with it. An SMR against Acid is allowed to avoid water damage to
  equipment. 
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  5
  GEMINI
  Command Animals
  GENERATION TIME
  10 sec
  RANGE
  100m 
  BOOST
  10 min/point
  DURATION
  30 min
  SMR
  Mental
  AREA OF EFFECT
  1-10 animals 
  The Gemini’s empathic bond with animals grows so strong that he is able
  to command them. Creatures can even be commanded to lay down their lives
  for the Gemini, though he would rarely, if ever, evoke this aspect this matrix.
  From 1-10 normal, naturally occurring animals (Uncle Ernie’s pets are right
  out, sorry) can be affected. Intelligent animal, and animals with more than 60
  body points are unaffected by this matrix. 
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  5
  GEMINI
  Create Gas
  GENERATION TIME
  5 sec
  RANGE
  20m
  BOOST
  1 min/point
  DURATION
  5 min
  SMR
  Chemical
  AREA OF EFFECT
  3m rad cloud 
  The Gemini combines elements in the atmosphere to produce nearly any
  gas desired, from water vapor to cyanide. It is up to the Battlemaster to deter-
  mine whether the appropriate elements are present, and the effects of the gas
  produced. In general, the targets should be entitled to a chemical, or possibly
  Acid, SMR to avoid the effects of the gas. Appropriate protections, such as gas
  masks or chemical suits, should also reduce or negate the effectiveness of this
  matrix. The cloud created will remain for 5 minutes or until dispersed. Note
  that this power can also be used to create a breathable atmosphere in a hos-
  tile environment. 
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  5
  GEMINI
  Create Vacuum
  GENERATION TIME
  5 sec
  RANGE
  50m
  BOOST
  6 sec/ point
  DURATION
  1 min
  SMR
  Special
  AREA OF EFFECT
  5m radius 
  This matrix causes the total evacuation of atmosphere from the area of
  effect. Creatures caught within are subject to explosive decompression.
  Unprotected creatures must make a Biological SMR at -30 or explode and
  cause a mess. Those who make the SMR only take 10 to 60 points of damage.
  The power of the matrix prevents outside atmosphere from entering for the
  duration. Those in environmentally contained suits are immune to this
  matrix. 
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  5
  GEMINI
  Fire Lance
  GENERATION TIME
  5 sec
  RANGE
  100m
  BOOST
  2m/point
  DURATION
  20 sec
  SMR
  Fire
  AREA OF EFFECT
  Target 
  The Fire Lance matrix augments the Fire Sword matrix by allowing the Fire
  Sword to make ranged attacks. The lance may be wielded in hand to hand
  combat, incinerating opponents for 4-24 points of damage, functioning exactly
  as the Fire Sword matrix, or it may be thrown with a base accuracy of 95%,
  decreasing 10% per range bracket beyond the ﬁrst. In either case, ﬂammable
  objects on the target must make an SMR versus ﬁre or ignite.
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  5
  GEMINI
  Storm
  GENERATION TIME
  20 sec
  RANGE
  200m
  BOOST
  1 min/point
  DURATION
  2 min
  SMR
  Electrical
  AREA OF EFFECT
  50m radius 
  A very potent matrix which calls into being a raging electrical storm, with
  high winds, blinding precipitation, thunder, and lightning. Creatures caught in
  the storm suffer 1-10 points of damage per round (electrical SMR for half
  damage) until the matrix ends or they leave the area of effect. Weapons ﬁre
  within the storm is at -70 to hit. Note
  The caster must be on a planet with an atmosphere for this matrix to
  work. This matrix will not work in spaceships or indoors. 
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  5
  GEMINI
  Sun Bolt
  GENERATION TIME
  3 sec
  RANGE
  200m
  BOOST
  2 points/point
  DURATION
  instantaneous
  SMR
  see below
  AREA OF EFFECT
  1 target 
  This matrix can only be cast outdoors, during the day, when the sun is vis-
  ible. The Gemini calls on the powers of the sun to smite the deﬁlers. A bolt of
  pure sunlight strikes the Gemini, who will glow brightly. The Gemini will then
  point at the intended target and release the power of the sun on the poor fel-
  low. The sun bolt ignores ﬂux shields and delivers a mighty strike inﬂicting 6-
  36 points of damage. All ﬂammable items must make a Fire SMR or be
  destroyed, and the target must make a Bio SMR at -30 or have his eyes
  burned out of his skull. Those who witness this event must make a Bio SMR
  or be blinded for 1 to 4 days, unless precautions are taken.
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  5
  GEMINI
  Terrain Link
  GENERATION TIME
  10 sec
  RANGE
  0
  BOOST
  3 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self 
  Terrain Link puts the matrix controller into a symbiotic rapport with the
  environment. Essentially, he or she becomes one with the surrounding ter-
  rain, aware of everything that occurs within a mile of his or her current loca-
  tion. It is impossible to surprise a Gemini using Terrain Link. The matrix con-
  troller can answer any terrain-related question with 85% accuracy (it is some-
  times difﬁcult to pick out a speciﬁc piece of information from the massive
  inﬂux of information). However, there is a drawback to this matrix. Any cata-
  strophic damage to the environment in the area of effect, a forest ﬁre for
  example, necessitates a system shock roll. Failure results in the druid will
  passing out ( 1-10 minutes ) due to a massive surge of pain from the symbi-
  otic link with the damaged environment. 
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  6
  GEMINI
  Drown
  GENERATION TIME
  1 sec
  RANGE
  20m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Biological
  AREA OF EFFECT
  Target 
  Simple and vicious. The Drown matrix attempts to ﬂood the target’s lungs
  and body cavities with ﬂuid, killing him or her instantly unless a biological
  SMR is made. 
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  6
  GEMINI
  Earth Trap
  GENERATION TIME
  10 sec
  RANGE
  30m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Special
  AREA OF EFFECT
  Target 
  The Gemini opens up a cavity in the ground and attempts to encase the
  victim within the crevasse. The base chance to entrap the target is 80%, plus
  4% per level of the Gemini over 16th, minus the defensive modiﬁer of the tar-
  get. Entrapped creatures are unable to free themselves without outside aid,
  unless they have some ability which allows them to move through earth and
  stone. Moreover, the target will suffocate in 2-6 minutes. 
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  6
  GEMINI
  Earthquake
  GENERATION TIME
  5 sec
  RANGE
  1000m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  500m radius 
  A terrifying power which creates a brief, massive earth tremor which
  inﬂicts 1HP to everything in the area of effect. This is sufﬁcient to collapse
  most non quake-proof buildings and splatter characters. A base 20% “dumb
  luck” SMR is allowed to each character caught in the area of effect; success
  indicates that only 4-24 points of damage are suffered. Flight will allow the
  character to avoid damage. 
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  6
  GEMINI
  Magma Bolt
  GENERATION TIME
  3 sec
  RANGE
  75m
  BOOST
  1m/point
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target 
  By generating this matrix, the Gemini summons a massive bolt of magma
  which erupts from the earth inﬂicting incredible damage. Treat this bolt as a
  Juicer shot blasting opponents for 10-120 points of damage. The bolt has a
  base accuracy of 85%, -10% per range bracket after the ﬁrst. 
  Note: This matrix can only be used on a planet with a molten core. It will
  not work on asteroids or on starships.
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  6
  GEMINI
  Tornado
  GENERATION TIME
  10 sec
  RANGE
  1000m
  BOOST
  5 sec/point
  DURATION
  15 sec
  SMR
  None
  AREA OF EFFECT
  Special 
  This awesome power creates a cone of pure destructiveness, with winds of
  up to 250 miles per hour. The controller can direct it to touch down anywhere
  within range with a base chance of 70%. Creatures and objects caught within
  the tornado suffer 4-40 points of damage, and are then thrown free, taking an
  additional 3-18 points of damage in the process. The tornado can touch down
  once every round, but cannot attack the same creature in two consecutive
  rounds (the poor bastard hasn’t landed from the ﬁrst attack yet). 
  Note: This matrix can only be used on a planet with an atmosphere. It can
  not be used in a starship. 
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  7
  GEMINI
  Concrete
  GENERATION TIME
  5 sec
  RANGE
  50m
  BOOST
  none
  DURATION
  instantaneous
  SMR
  Bio at -20
  AREA OF EFFECT
  1 target
  This gruesome matrix was created by the Brethren of the Eternal Blood. It
  causes the blood within the target to turn into concrete. A Bio SMR must be
  made at -20 or the target will instantly die. Even if the SMR check is made the
  target still suffers 3-18 points of damage caused by the shock to his or her
  system. 
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  7
  GEMINI
  Gaea’s Infernal Maw
  GENERATION TIME
  30 sec
  RANGE
  500m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target 
  One of the most awesome Gemini powers, Gaea’s Infernal Maw causes the
  target creature or object (which may be as big as a building) to suddenly
  experience a massive increase in density. The object plummets through the
  crust to the planet’s core and is utterly destroyed. The ground closes up
  behind the target to prevent magma geysers and other unpleasantness. This
  power is 80% effective at all range brackets. 
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  7
  GEMINI
  Element Mastery
  GENERATION TIME
  5 min
  RANGE
  Special
  BOOST
  None
  DURATION
  15 minutes
  SMR
  Special
  AREA OF EFFECT
  Self 
  The apex of Gemini power. This matrix gives the caster 50 power points to
  spend on any lower power bracket matrix for a 15 minute duration. Multiple
  matrices may be in effect at one time. A Gemini wielding the power of
  Element Mastery is an awesome and fearful sight to behold. 
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  8
  GEMINI
  Elemental Disruption
  GENERATION TIME
  5 sec
  RANGE
  100m
  BOOST
  none
  DURATION
  instantaneous
  SMR
  Biological
  AREA OF EFFECT
  1 target
  This matrix breaks down the target into its component elements and
  explosively disperses in a shower of dust, water and other nifty components.
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  8
  GEMINI
  Heal Earth
  GENERATION TIME
  1 day
  RANGE
  1 mile
  BOOST
  2 square miles/point
  DURATION
  permanent
  SMR
  see below
  AREA OF EFFECT
  1 square mile
  This matrix purges all of the pollution and contaminants from the area of
  effect. The Gemini, however, must make a system shock or lose 20 points of
  Constitution permanently. 
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  8
  GEMINI
  Planet Bond
  GENERATION TIME
  1 minute
  RANGE
  self
  BOOST
  1 min/ 2 point
  DURATION
  5 minutes
  SMR
  none
  AREA OF EFFECT
  self
  The Gemini gathers strength from the planet itself. The Gemini who
  invokes the rare power gains 50 body points, possesses a natural threshold of
  1HP, has all physical stats are increased to 150, and gains immunity to Fire,
  Cold, Acid, Bio, Chemical, Poison attacks. All damage inﬂicted by the Gemini
  in Hand to Hand combat, while bonded to the planet, is doubled. 
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  8
  GEMINI
  Tsunami
  GENERATION TIME
  5 min
  RANGE
  1 mile
  BOOST
  5 min/ 3 points
  DURATION
  20 minutes
  SMR
  none
  AREA OF EFFECT
  Huge
  The Gemini uses his powers to create a massive tidal wave of epic propor-
  tions enough to utterly destroy an entire city by the end of the duration.
  Picture a 150m tall wall of water hurtling toward your coastal city. Picture the
  havoc. Nasty matrix. 
  Note: This matrix can only be used on a oceanic coastline. 
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  9
  GEMINI
  Cataclysm
  GENERATION TIME
  10 min
  RANGE
  0
  BOOST
  None
  DURATION
  Until Destroyed
  SMR
  None
  AREA OF EFFECT
  1 Planet
  Then ultimate power created by the Brethren of the Eternal Blood. The
  Gemini kneels on the ground, screams in a voice of utter torment and pain
  and slams his palm to the earth. This activates the destructive power of this
  matrix. Total Destruction of a planet. Enough said. Note
  This matrix is banned. Anyone caught possessing or teaching this matrix
  will have the hydrogen liberated from his body by a complex series of process-
  es. One will neither enjoy nor survive these processes. 
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SOURCE: textdata/thevault/Battlelords of the 23rd Century/Battlelords of the Twenty-Third Century Matrix Cards - Gemini Matrices.pdf