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Contents
Game
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Attributes
& Skills
Matrix Skills
Actions &
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IV.
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 divide as
they
see fit among the Neurals.
RETURN
TO MAIN PAGE.
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 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: Hack the Matrix (at least 1D).
Time to Use: One round. This ability may be "kept
up",
resulting in a -1D to all other actions during this time.
Effect: Alter RI allows the user to change her
physical
appearance in the Matrix. If only small changes are made, such as
hair color and clothing, it is a relatively easy task. The
difficulty
increases as more complicated changes are attempted: changing
sex,
height, body type, race etc. It is rumored that a few Jumpers
have
been able to change their appearance to that of animals and inanimate
objects,
but no one can support those claims.
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.
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).
Concentration
Difficulty: Easy.
Prerequisites: None.
Effect: Concentration represents a
character's
ability to focus her energies on a single action. With a
successful
test of this skill, the character can add 4D to any their next
action.
Use of this skill counts as an action. Thus, if the action is
undertaken
in the same round, there is a -1D penalty (to both the Concentration
roll
and the next action). If the character Concentrates one
round
and then acts the next, there is no penalty. If the character is
distracted (wounded, etc.) before the action can be taken, she loses
the
bonus from the Concentration roll.
Clone
Difficulty: Difficult or 10 + Target's Opposed
Willpower
roll.
Prerequisites: Autonomous programs with this ability
need
only to have it added to their code. While this power has never
manifested
in a human hacker, it will require at least a Hack the Matrix-6D.
Time to Use: 1D6 rounds, +1 Round for each die of
Willpower
that the Target has.
Duration: Permanent.
Effect: This insidious power resembles the ability
of
a common biological virus. Like the virus, the user is able to
inject
his "being" (in the case of the Matrix, this is the assembled code that
makes up the user's memories and 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 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.
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 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 Strength
(constitution) of the original whole, for deciding damage
purposes. However, each
will retain the characteristics (particularly the Strength power) 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 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).
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).
|
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. |
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 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 (10) |
| True Flight (approx. 200 mph) |
Moderate (15) |
| Speeding Flight (approx. 600 mph) |
Difficult (20) |
| Mach Flight (speed of sound) |
V. Difficult (25) |
| Light Speed |
Heroic (50) |
Note: Creative GM's may
require a Dexterity or Acrobatics
roll for the flyer to land gracefully.
Hack the
Matrix
Difficulty: Variable, depending on the "impossibility" of
the
action attempted.
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.
With Hack the Matrix, the character may
attempt
seemingly impossible things, such as jumping from skyscraper to
skyscraper
or stopping bullets in midair. Some of the applied uses of this
ability
are listed here:
|
Application
|
Difficulties & Effects |
| Facilitate Jump |
Easy to reduce the difficulty of the jump by 10. |
|
Moderate to reduce it by 25. |
|
Difficult to reduce by 50. |
|
Very Difficult to reduce by 75 ("Impossible"
actions,
such as
Neo's first leap in the movie). |
| Cancel Kinetic Energy |
Easy + Opposing STR roll to stop a
opponent's
punch from
causing damage. |
|
Moderate to cancel the effects of a fall up to
10
stories (add
5 to the Difficulty for each additional 5 stories). |
|
Heroic to stop bullets in midair (only one
ability
check need
be made in a round to stop all bullets coming from one direction). |
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.
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.
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.
|
Desired Integration
|
Difficulty
|
| Simple objects (e.g., a key or knife) |
Easy (10) |
| Basic programs with simple effects in the Matrix (e.g.,
flashlights,
matchsticks, etc.) |
Moderate (15) |
| Complex programs with multiple "effects" in the Matrix
(e.g.,
electronics
such as a cellular phone; parts of another's Residual Image). |
Difficult (20) |
| Multi-layered programs (e.g., computer programs written
within the
Matrix, basic semi-autonomous programs). |
V. Difficult (25) |
| Extremely complex or encrypted programs (e.g., full
Residual
Images,
autonomous programs). |
Ex. Diff (30) |
Juice
(Strength or
Dexterity)
Time of Use: 1 round to concentrate inner energies
and
"juice" the chosen Attribute.
Difficulty: See below.
Duration: 1D6 Rounds.
Limitations: After Juice
has been activated, the
character will become a little light-headed from the
exertion.
He will suffer -1D to all actions for 1/2 hour.
With a successful use, a person with this skill
may temporarily augment one of his physical characteristics (chosen
when
the power is activated) according to the table below.
|
Difficulty
|
Augmented Dice
|
| Easy |
+1D |
| Moderate |
+2D |
| Difficult |
+3D |
| Very Difficult |
+4D |
| For every additional Difficult Level (+5),
the
effect is
extended an additional 1D6 Rounds. |
|
Magnify
Senses
Difficulty: Easy.
Prerequisites: None.
Time to Use: One round to activate. This power
may
be "kept up" for 1d6 rounds plus a number of rounds equal to the
skill check - 10.
Effect: This skill permits the user to enhance his
perceptive
abilities for a short time while in the Matrix.
|
Enhancement
|
Difficulty
|
Description
|
| Lowlite Vision |
Easy |
The target can see as well in complete darkness
(including
underground)
as he would during the day. |
| Jacked Senses |
Moderate |
Increases the acuity of all of the target's physical
senses,
granting
a +3D to Search and Tracking rolls. |
| Rapid Processing |
Moderate |
Character is able to quickly process sensed stimuli in
the
Matrix.
Thus, bullets or blows will seem to move more slowly and the
character's
reaction time will seem enhanced. Gives +1D to all Dodge rolls
for
the round activated and the character decides initiative for the next
round
as if his Perception were 3D higher. |
| Complete Sight |
Difficult |
Grants the ability to see through objects as if they
were not
there
("X-Ray vision"), as well as to see camouflaged or cloaked objects. |
| Farsight |
Very Difficult |
Permits the target to "see" anywhere in the Matrix (or
discrete Node)
where she has been before (and can visualize). People in that
spot
may make a Difficult Perception check to see if they get the "feeling
they
are being watched." This may also be tracked back to the user by
the Machines. |
Manipulation
(A)
[Inert Matter/Fire/Water/Electricity/Temperature]
Difficulty: Moderate or higher, depending on the type of
Manipulation
attempted.
Prerequisites: Sense Code-4D; Hack the Matrix-6D.
Time to Use: 1D6 rounds of concentration. More for
complex
Manipulation attempts.
Effect: This incredible ability appears only in the most
gifted
of the human resistance: it is the power to actually manipulate certain
kinds of Matrix code and alter them at will. The hacker has a
special
insight into a particular kind of code (which must be chosen from the
bracketed
categories above) and can manipulate it with a concentrated
effort.
For example, while within the Matrix , a hacker with Manipulation:
Inert
Matter can concentrate on a rock and change its shape. It
will
still retain the properties of a rock, but it can be made round, or
square,
or sculpted into any number of shapes. A hacker with Manipulation:
Fire can control the code that represents flame in the Matrix,
expanding
it to create a broad 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 Hacker 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.).
This amazing power is rarely seen in the Matrix
and was only recently discovered to exist in a pair of autonomous
programs
known as "The Twins". It is still uncertain whether a human
hacker (other than "The One") would have the mental strength to perform
it. Because this power requires such a departure from the
physical
laws that govern the Matrix, it is likely that prolonged use will
attract
unwanted attention from the system.
Postcognition
("RAM Dig")
Difficulty: Variable.
Prerequisites: Sense Code.
Time to Use: 4D6 minutes
Duration: Will see one "event" or "scene" attached
to
a given place, object or person.
Description: Everything that occurs in the Matrix is
recorded,
kept in the Leviathan's memory. With this ability, the hacker may
attempt into that memory and read the past of a person, object or place
by touching it and concentrating. The character will "experience"
images in her mind. The clarity of the experience increases with
greater success of attempt. A minimal success may leave the
hacker
with a vague impression of what occurred, while a fine success will be
like she was actually there in the room when the event occurred.
Difficulty: Easy (10) for events within 24
hours.
Moderate (15) for events within 1 week. Difficult (20) for events
within 1 year. Very Difficult (25) for events within 10
years.
Heroic (50) for events within the past few thousand years.
Predictive
Modeling
Difficulty: Very Difficult.
Prerequisites: Sense Code.
Time to Use: 1 + 1D6 rounds (1 to make an Easy Sense
Code check and 1d6 rounds to attempt Predictive Modeling).
Effect: With this skill, a 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
|
| 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. |
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
NEO: What?
Are you trying to tell me that I can dodge bullets?
MORPHEUS: No,
Neo. I'm trying to tell you that when you're ready, you won't
have
to.
Difficulty: See below:
Prerequisites: Hack the Matrix (at least 2D).
Time to Use: One round. Use of Speed does
not count
as an action unless the character fails her roll.
Effect: Speed augments a character's quickness to
unnatural
levels. With it, the character can either increase his movement rate
(see
below). Often, the character will move so quickly that everyone
around
her will appear to be frozen in place.
| Dice Total |
Effect
|
|
10
|
1 additional actions and add 10 to the character's base
movement rate
for this round OR Add Speed Dice -1D to Dodge rolls for this
round. |
|
15
|
2 additional actions and add 20 to movement OR Add
Speed Dice
to Dodge
rolls for this round. |
|
20
|
3 additional actions and add 30 to movement. OR Add
Speed Dice
+2D to
Dodge rolls for this round and +1 Action. |
|
25
|
4 additional actions and add 40 to movement OR Add
Speed Dice
+ 4D
to Dodge rolls for this round and +2 actions. |
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
erect 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). |
| Easy |
Lifting an object that weighs under 10 lbs or a
few
small objects
that will move in concert; performing moderate actions (like throwing
them
at a target). |
| Moderate |
Lifting an object that weighs under 100 lbs or multiple
small
objects
that will move in concert; or performing complicated actions (like
opening
a lock, driving a car, etc.) |
| Difficult |
Lifting an object that weighs under 300 lbs or moving
multiple smaller
objects in complicated ways. |
| Very Difficult |
Lifting very heavy objects (under 2000 lb) or moving
multiple
smaller
objects in extremely complicated and apparently random ways. |
Telepathy
("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 2D).
Time to Use: One round. Once established, this power
may
be kept up.
Effect: Telepathy allows the user to read
the
thoughts
of another and project hers into other's minds. These are usually
only the surface thoughts. To dig deeper into someone's memories,
the telepath must make a Difficult roll. In effect, the character
is using the linked structure of the Matrix to access another's mind
through
their shared cybernetic connection. Obviously, this opens up the
telepath to being traced or mentally attacked. No one has ever
attempted
to contact an Agent telepathically (and no one will likely live to tell
of the attempt).
RETURN
TO MAIN PAGE.
FLASH SKILLS
Tank, I
need
a pilot program for a military M-109
helicopter.
-Trinity.
With modern
technology, it
is possible to upload the information
necessary to carry out certain task directly into someone's
brain.
However, this information is very specific and remains in the person's
memory while they are in the Matrix.
Characters may
temporarily learn a number of skills
equal to their Knowledge dice each time they are in the Matrix. These
skills
must be Specializations. Thus, if a character needs to know how to
pilot
a helicopter, the operator will upload Pilot Helicopter: Military M-109.
It takes a number of rounds equal to the skill level for it to be
uploaded.
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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TO MAIN PAGE.
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