In order to play The Matrix RPG, you'll need a
first thing you need to decide is whether your character is human, and
was Resuscitated from the Matrix or is Freeborn, or whether the
is an Autonomous Program. Only Resuscitated characters have the
implants to jack back into the Matrix. Autonomous Programs exist
entirely within the Matrix and cannot enter the Real World (for the
You can select one from the list below or create your
an autonomous program within the Matrix that has foresaken its initial
command code and developed a unique, individual identity and agenda.
a 100% pure child of Zion, born free to liberated parents, who uses his
technical expertise to assist the Resistance hackers in the Matrix.
Crewman: a gifted mechanic and hardened veteran that
the hoverships that form the front line in the war against the
a dedicated defender of Zion, ready to take arms against the Machines
the Real World.
an autonomous program designed for one specific purpose, though it may
not know what that purpose is.
an autonomous program that traffics in information to gain power within
Download the Matrix RPG character sheet
(Adobe Acrobat Reader 4.0 required).
a soldier in Zion's army against the Machines, awakened from stasis and
using her abilities to protect her bretheren within the Matrix.
member of the Zion resistance, freed from the prison of the Matrix and
returning again to fight for the liberation of humanity.
a gifted child with exceptional sensory abilities within the Matrix,
capable of amazing psychic feats.
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.
Dice may not be broken up into 3 "pips", or "+1's", like they
in the SW RPG).
Autonomous programs receive 19 Attribute dice to divide among
Up to 6D may be placed in any one Attribute.
The Attributes are:
Example: Bob is making a character
a Resuscitated Hacker. He decides to create his own template rather
use the one provided. He comes up with the following Attributes:
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
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
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
twice what it would cost a human (See Advancement
There are three main Neurals that control an
ability to supersede the "physical" limits.
Quickness: this score is added to the Dexterity of
character while they are in the Matrix. All Dexterity skills are
increased by this amount.
Beginning characters may choose 1
place 1 die there (they must be Resuscitated).
Awareness: this score is added to the
while in the Matrix. It augments any Perception skills and
Endurance: add these dice to the character's
whenever a Strength roll is made in the Matrix. Also, these dice
may be added to any roll demanding physical or mental endurance, such
Willpower and Intimidation.
Example: Bob decides to put the
entire 1D into
Rom's Awareness Neural.
This is your opportunity to round out the character and provide a
background, personality quirks, goals, etc.
Normal characters can move 10 meters per round while walking.
With successful Running rolls (and certain Matrix skills), they can
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
or Martial Arts skill, their BDV is 2D.
This represents the additional amount of damage a character can do
because of his strength. Take the Strength attribute OR the
skill and divide by 2, rounding down. This value is added to any
damage rolls resulting from successful Brawling, Martial Arts or Melee
These represent the physical toughness of your character. To
get starting Body Points, roll the character's Strength attribute and
the number of body points according to the table below. Take that
sum and add it to 20. If a character increases his Strength
in the future, he may roll another die. Furthermore, if the
has the Endurance Neural he may roll those dice (without a Wild Die)
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
Point a character has, he rolls one less die when estimating
Number of BP's
Number of BP's
6 (and reroll)
Describe your character: How tall is he?
What kind of clothes does he wear? Does he have any noticeable
such as tattoos or scars?
a history. How did they come to fight against the machines?
If they were Resuscitated, what did they do during their life in the
How long have they been liberated?
grouch? Is she impulsive, always itching for a fight, or is she
thoughtful and cautious?
to end the reign of terror of the Machines and liberate humanity, but
are many disagreements as to how to go about this. Some believe
Jumpers are never justified in killing other humans while in the
while others see that as a necessary means to and end. How does
character envision defeating the machines, and what will the world be
then. Also, does he have any personal stake in the fight?
a lover is still in the Matrix or the Machines have killed one's
Connection to other Characters
Usually, the character will be serving aboard a
Hovership together. But, some may have known others for longer
They may be related, or lovers, or even enemies.
Resuscitated characters and
Programs (Informs, Guardians, and Rogues) begin with 7 dice and
characters begin with 11 dice to divide among their skills.
each character can list 3 additional skills that they take at "0D"
each Attribute. The character does not suffer a +1 Difficulty
for these skills (but he will on all other skills not taken).
are abilities that they may perform both in and out of the Matrix
they are capable of leaving the Matrix).
These are special skills or abilities
a character may only attempt while in the Matrix. In general,
deal with denying the physical laws of the Matrix.
Characters do not begin with any Matrix
They may be purchased as the character becomes more experienced.
See Advancement below.
Many skills have specializations which allow the
character to focus on a certain aspect of the skill. If a
is taken, a character may advance in that specialized aspect of the
at half the normal cost of advancement. However, uses of the
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
to 5D at a cost of 6 CP rather than 12 CP. Anytime he fires a
gun, he gets to roll 5D, but all other firearms are used at 4D.
Specializations may be selected at Character
If so, the character receives 2 dice for every 1 spent. Thus,
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
as Driving: Motorcycle, etc.). Note: Characters may
start with general skills greater than 6D or Specializations greater
Specializations are independent of the
which they are derived. If the player later increases the skill,
the Specialization does not increase. If the Specialization
there is no change in the base skill.
Some particularly complicated skills require two
times the normal amount of Character Points to allow for
They also typically require some other prerequisite skill.
Flash skills ("Crash Course")
Tank, I need a pilot program for a
With modern technology, it is possible to
the information necessary to carry out certain task directly into
brain. The Operator controlling the hacker's jumpchair must be
one to upload the skill file. The uploaded program is very
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
must be Specializations. Thus, if a character needs to know how to
a helicopter, the operator will upload Pilot Helicopter: Military
It takes a number of rounds equal to the skill level for it to be
Autonomous programs are capable of benefiting
from Flash Skills, but typically have no connection to a source that
upload the file. However, Autonomous Programs may link themselves
to human Operators through hardlines. Also, agents of the
can receive immediate uploads of necessary skills.
FROM THE MATRIX?
Most the characters in a Matrix campaign will be
individuals who have been resuscitated from the Matrix by the
If so, then they are equipped with the cybernetics that allow them to
back into the Matrix with the proper Jumpchair and communications link
to the Matrix mainframes.
Furthermore, each Resuscitated character begins
with 1 point of Chi.
Chi symbolizes the inner strength and resources of a character.
It also reflects how well they understand the reality of the
A character may spend up to 2 Chi per round, each doubling the dice
of 1 action (See Using Chi).
programs cannot gain (and therefore use) Chi.
When a character spends a Chi point it may be regained
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
Shooting a gun out of someone's hand is not difficult if you have a
skill of 9D!)
- If the character attempts a difficult or daring action and
make a Willpower roll of Moderate difficulty. If she succeeds,
regains the lost point.
- If she Complicates the Willpower check, she receives a
- Challenging Tasks: If the character attempts
difficult or tricky action and succeeds, she automatically regains the
Chi point and may make a Moderate Willpower check to see if she gains
- If the character attempts a Moderately difficult or trick
she may make a Difficult Willpower check to see if she regains the
- If she Complicates the Willpower check, she receives a
- Easy Tasks and Self Preservation: If the
as a relatively easy task by using the Chi point, she may make a
Willpower check to regain the point and does not gain another.
- If the character fails a relatively easy task while using a
she loses it and may not make a Willpower check to regain it.
- If she Complicates the Willpower check, she receives a
Skeptic points represent a character's doubt
or inability to see the
Matrix for what it is. Characters gain Skeptic Points when they
miserably or when they fall into the lure of accepting the Matrix as
Autonomous programs are immune from this weakness and cannot accumulate
GM's may also assign Skeptic Points
when characters act cowardly or
villainously (such as killing a Coppertop without reason, abusing his
in the Matrix, or allowing some evil act to occur). For each
Point that a character has, any attempted Matrix Skill is a +1
When a character reaches 5 Skeptic Points, he can no longer attempt
Skills or access Neurals. At 10 Skeptic Points, the character
operate in the Matrix at all (though he can still enter Training
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
Points with long hours of training and meditation in a Training
(or the Matrix itself, if they can still access it). For each
Point, a character must spend 1 day practice Matrix Skills and Neurals
(i.e. testing the "reality" of the Matrix) and make a Moderate
roll. If they fail the roll, they must spend another day and make
another Willpower Attempt. This continues until the Willpower
(Note: These points serve much the same function as Dark
Points and Hero Points in other D6 games, except Skeptic Points cannot
be spent to augment actions. Due to the genre of The Matrix,
may act "villainously" from time to time. It is up to the GM to
if Skeptic Points are appropriate).
At the end of each adventure, players will usually be rewarded
Points at the end of an adventure by the Game Master. They may
these CP's for later use or spend them
Increasing skill levels
For normal skills, it costs a number of
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.
cost the current dice value x 2 (moving from 4D to 5D would cost 8
To learn a new skill, the character must spend a number of CP's equal
the controlling attribute x 3.
Example 1: Rom has Firearms at 6D and
to increase it to 7D. To do so, he must spend 18 CP. He
that's too expensive, so he Specializes in Handguns and takes
Handguns at 7D, costing him 12 CP instead.
Matrix Abilities cost 4 x their current dice
To learn a new Matrix ability, the character must pay 6 CP. He
receives the skill at 1D.
Example 2: Rom wants to learn the Piloting
has a Mechanics of 2D. Thus, he spends 6 CP's and and gets
Piloting at 3D.
Learning new skills
As per standard D6 rules.
characters that can jack into the Matrix can use simulations to learn
and without a live teacher--provided they have access to the
To improve an attribute, a character must spend 15x their
current skill value..
Neurals cost 5 x their current dice
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
character would to advance a Neural.
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