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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.

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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).

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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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