| Table
of Contents Equipment |
VI.
EQUIPMENT
A Note on
Weapons: While
running a D6 Matrix game, the GM developed a variety of non-lethal ways
for Resistance fighters to deal with other humans and agents in the
Matrix.
Because a human dies each time a Resistance fighter kills them or an
agent
inhabiting their body, it can lead to some pretty messy moral
questions...We
utilized some high-tech stun weapons that disrupted signals to and from
the Matrix, effectively immobilizing targets. It makes for good
combat
without the piling up civilian casualties. (Thanks again to Dan Wyman!)
|
MELEE WEAPONS
Typical Knife
Damage: STR +1D (maximum 6D)
Scale: Character
Skill: Melee Weapons: Knife
Difficulty: Easy (7)
Concealability: Very Easy (3)
Note: A typical knife can be thrown, but increase the
difficulty by 5. Knives are readily available in both the Real
World
and the Matrix.
Typical Throwing
Knife
Damage: STR + 2 if thrown, STR +1D if used as a regular knife.
Scale: Character
Skill: Thrown Weapons: Knife
Range: 2-3/5/10
Concealability: Very Easy (3).
Sword

Damage: STR +2D (maximum 7D)
Scale: Character
Skill: Melee Weapons: Sword
Difficulty: Easy (10)
Concealability: Difficulty (20).
Note: Swords are very rare in the Real World. Most
are artifacts and are considered to be very valuable. Because of
the awkwardness, it is rare that someone will carry a sword in the
Matrix
(though some have been known to play games in the Contructs with them).
Club/Baseball Bat
Damage: STR + 1D+1
Scale: Character
Skill: Melee Weapons: Club
Difficulty: Easy (7)
Concealability: Moderate (15)
Notes: Clubs are any blunt object made to hit something
else hard. GM's should alter the damage rating depending on the
quality
of the club. For example, a broom stick might only do STR + 2
pips
of damage while a crowbar might do STR+ 1D+2.
Stunstick
Damage: STR + 2D stun damage.
Scale: Character
Skill: Melee Weapons: Club
Difficulty: Easy (8)
Concealability: Moderate (13)
Notes: Stunsticks look like police batons and unload a
heavy duty shock into the target upon a successful hit. Each
stick
can land 20 stunning blows before the battery needs to be changed.
MISSILE WEAPONS
Bow
Damage: BOD+1D
Skill: Missile Weapons: Bows
Ammo: 1
Range: 2-15/25/50. Add +15 to the Difficulty if aiming
for the heart.
ROF: 1. Requires 1 action to reload.
Ammo Dice: 4D with a full quiver. 24 shots/quiver.
Concealability: Very Easy
Crossbow
Damage: 5D
Skill: Missile Weapons: Bows
Ammo: 1
Range: 2-15/25/50. Add +15 to the Difficulty if aiming
for the heart.
ROF: 1. Requires 1 action to reload.
Ammo Dice: 4D with a full quiver. 24 shots/quiver.
Concealability: Moderate
FIREARMS
The guns listed here are pretty basic. For much more
detailed
lists of firearms, check out Joe's Gun Catalog
or Aaron LaBow's weapons list in PDF
or Word 2000 formats. You can use the
ranges
given below for the weapons that Joe lists (or the ranges listed by
Aaron).
Handgun
Damage: 4D
Ammo: 12
Range: 3-10/30/60
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy (5)
High-powered
Handgun
Damage: 5D
Ammo: 12
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.
Machine Pistol
Damage: 4D
Ammo: 15
Range: 3-10/30/60
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of
3 bullets rendering 5D damage per burst (roll once per burst). -1D on
"To-Hit"
rolls in semi-automatic. Full automatic: Can empty the clip in one
round,
either spraying (See Spraying in the Combat section) or Concentrating
Fire
resulting in +1D to hit and 5D+2 damage.
Concealability: Easy (7)
Submachine Gun
Damage: 5D
Ammo: 30
Range: 6-10/35/75
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of
3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on
"To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in
one round, either spraying (See Spraying in the Combat section) or
Concentrating
Fire resulting in +1D to hit and 6D damage.
Concealability: Easy (9)
Automatic Rifle

Damage: 6D
Ammo: 50
Range: 5-30/100/300
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts
of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D
on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip
in one round, either spraying (See Spraying in the Combat section) or
Concentrating
Fire resulting in +1D to hit and 6D damage.
Concealability: Very Difficult (25)
Pump Shotgun
Damage: 5D (buckshot) / 6D (solid slug)
Ammo: 5
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult (20) for full-barrelled shotguns.
Moderate (10) for sawed-off shotguns.
Notes: Sawed-off shotguns do 6D damage at Point Blank range
but suffer a -1D cumulative penalty to damage rolls for every 5 meters
beyond the first.
Stun Pistol
Damage: 5D
Ammo: 15
Range: 3-10/30/60
ROF: 3 shots per round maximum.
Concealability: Very Easy (4).
Notes: Stun Pistols can look like a normal pistol, or
just about anything else the designer wishes. They are created by
resistance programmers to deliver a "shock" to recipients that disrupts
their input/output flow with the Matrix and renders them immobile.
Stun Rifle
Damage: 6D
Ammo: 15
Range: 5-30/100/300
ROF: 3 shots per round maximum for single shot or Burst:
2 bursts of 3 blasts for 7D damage each (roll separately for each
burst).
Concealability: Difficult (20).
Notes: see notes on stun pistols, though the Rifle must
be larger.
Flamethrower
Damage: 6D
Skill: Heavy Weapons: Flamethrowers
Ammo: 50 burst/3D
Range: 1-4/8/12
ROF: 1 burst per round maximum. Can "spray" an
entire
area (about 10m wide) with a hose-like stream that counts as 4 bursts.
Note: Flamethrowers are rare, very bulky, and somewhat
dangerous. If the fuel tank (usually worn on the back) is pierced
or ignited it will do 9D damage to anyone with 5 meters of the blast
center
(reduce damage by 1D for each 5 meters from the core blast).
Static Rifle
Damage: 6D
physical and stun damage to living targets (target must roll to avoid
both); 8D damage to electronic targets (such as robots).
Ammo: 50
Range: 5-30/100/300
ROF: 1 shot per round, as a continual stream of static
electricity.
Concealability: Difficult (20).
Notes: The Zion defense forces use Static Rifles onboard
hoverships and in defense of Zion. The rifles are small enough to
be carried by a normal human, but they deliver a powerful charge that
can wound a Sentinel. These weapons exist only in the Real World
(though, conceivably, an electronic proxy could be programmed for use
in the Matrix).
Leather
Type: Personal clothing.
Scale: Character.
Cost: NA.
Availability: Extremely rare artifact in the Real World.
Concealability: Very Easy (but usually unnecessary).
Game Notes: Leather gives +1D versus damage in the Matrix
and the real world.
Kevlar Vest
Type: Personal body armor.
Scale: Character.
Cost: NA.
Availability: Extremely rare artifact in the Real World.
Concealability: Moderate.
Game Notes: Grants +2D protection versus perceived damage
in the Matrix.
Full Body Armor
Type: Military armor.
Scale: Character.
Cost: NA.
Availability: Extremely rare artifact in the Real World.
Concealability: Difficult.
Game Notes: Grants +3D protection versus perceived damage
in the Matrix but reduces all Dexterity-related skill tests and checks
by 1D.
Hovership
Operations/Resistance Hacking Computer
Type: Cybernetic communication device
Cost: NA
Skill: Computer Ops: Resistance Hacking Computer.
Availability: Common in Resistance Hoverships/Hackships.
Difficulty: Moderate.
Game
Notes: The Hackers employ advanced computers to monitor and
jack
into the Matrix. Much of these computers has been stolen or
salvaged
from the Machines and no two computers are identical. A skilled
Operator
must be able to pay attention to multiple screens at one time, while
reading
the complex Matrix code, and quickly access information and programs
for
his Hackers.
Broadcast Chairs
("Barcoloungers")
Type: Cybernetic communication device
Cost: NA
Skill: Communications: Jump Chair
Availability: Common in Resistance Hoverships/Hackships.
Range (kilometers): 1/5/8 to Matrix node that is being
hacked.
Difficulty (or transmission, rolled by the Operator): Very
Easy (5)/ Easy (10)/Difficult (20).
Game Notes: Though very sophisticated, most Broadcast
Chairs
look to be cobbled together from a variety of different
components.
They are capable of inserting a link into the cybernetic implants of
Resuscitated
Humans and transmitting their minds into the Matrix. Broadcast
Chairs
must be activated and operationally managed by an Operator.
Sentinel I-Series
("Squids")
Type: Semi-autonomous Security Unit
Scale: Speeder
Dexterity: 4D
Dodge: 5D, Brawling (Tentacles): 5D, Throwing: Squid
Bomb: 7D.
Knowledge: 1D
Mechanical: 3D
Mounted Artillery: Plasma Lasers 5D, Sensors:
6D, Communications: 6D
Perception: 3D
Search: 6D
Strength: 10D (Character scale).
Technical: 1D
Equipped with:

Orderlies
("Docbots")
Type: Clone Farm Operations Unit
Scale: Speeder
Dexterity: 6D
Knowledge: 2D
Mechanical: 5D
Operate Stasis Pods: 7D
Perception: 2D
Search: 5D
Strength: 6D (Character scale).
Technical: 4D
Repair Stasis Pods: 8D, Electrical
Engineering:
7D, First Aid: 6D, Medicine: 6D, Cloning:5D, Cybernetics: 7D.
Equipped with:
Nurse
("Beetles")
Type: Clone Farm Operations Unit
Scale: Speeder
Dexterity: 3D
Knowledge: 1D
Mechanical: 4D
Operate Stasis Pods: 6D
Perception: 2D
Search: 4D
Strength: 8D (Character scale).
Technical: 4D
Repair Stasis Pods: 6D, Electrical
Engineering:
6D, First Aid: 5D, Medicine: 5D, Cloning: 6D, Cybernetics: 6D.
Equipped with:
Maintenance 'Bots
("Spiders")
Type: Pod Maintenance Unit
Scale: Character
Dexterity: 4D
Knowledge: 0D
Mechanical: 1D
Perception: 2D
Search: 4D
Strength: 1D (Character scale).
Technical: 6D
Repair Stasis Pods: 8D, Repair Computers:
6D, Repair Robots: 6D
Equipped with:
Communication Gear
Cellular Phones
Availability: Very common.
Skill: Communications: Cellular phone.
Concealability: Very Easy.
Difficulty: Very Easy to use. May be traced with
Moderate or Difficult Sensors attempts.
Cell phones are a common item inside the Matrix,
used by both Hackers and unknowing citizens alike. Hackers
memorize
special codes (phone numbers) that dial into their Operator.
Because
cell phones are fairly easy to trace, Hackers use them only when
necessary
and even then only for brief periods. Finally, Hackers cannot
access
or escape the Matrix over cellular connections. Cellular
technology
is not used in the Real World because of the ease with which it can be
traced.
Hardline Phones
Availability: Uncommon.
Skill: Communications: Telephones.
Difficulty: Very Easy to use. Moderate to trace.
Concealability: Very Easy.
Scattered throughout the physical representations
of the Matrix are hardline phones that provide access nodes into and
out
of the Matrix itself. These phones are actually data relays for
the
superstructure of the Matrix, which is why the Machines cannot destroy
all of them. Indeed, each time the Machines destroy a hardline,
they
must reestablish one elsewhere or lose their ability to
inter-communicate.
Not all telephones that are "wired" into a wall jack or telephone box
are
"hardlines" that serve as nodes. Only an Operator can scan the
system
to find an access-ready hardline.
Radios
Availability: Common.
Skill: Communications: Radio.
Concealability: Very Easy.
Difficulty: Easy to Moderate.
Radios provide another method for transmitting
communications
within and outside the Matrix, though they cannot be used to
communicate
with the Real World from inside the Matrix (in other worlds, Hackers
can
use them to communicate among themselves while in the Matrix, but the
Operator
will be unable to hear their communications). Some Hackers employ
radios because the Machines rarely scan their frequencies for Hacker
communications
(focuses their energies on cellular and hardlines instead).
Further,
many radios may be fit with encryption-decryption gear that will hide
their
contents from scans. Some Resistance units make use of old radio
technology in the Real World as well.
Survival Gear
Food rations (Real World)
Availability: Common.
Very little food is available in the Real
World.
Since most humans live underground, they must subsist on synthesized
food
products (that mainly looks like Malt-o-Meal that's been sitting out
for
a few days). It takes like gruel and doesn't really provide a
satisfying
meal for the belly, but it has all the nutrients a busy
Resistance fighter needs. Resistance units can easy stow a week's
worth of rations in a thermos or canteen and carry it along on
operations.
All hoverships are outfit with a modest galley providing the stuff at
will.
Many Hackers take the opportunity to snack while
making a run, though, of course, they are no longer nourished by the
food
since they are not hooked up the Machines' feeding tubes. Still,
their tastebuds enjoy the experience. Ironically, Hackers take
less
and less joy from pleasant stimuli in while in the Matrix as they
achieve
more and more enlightenment--simply because they realize all the
stimuli
are falsehoods.
Explosives
Grenades
Scale: Character.
Damage:
Pipebombs
Scale: Character
Range: 2/4/8
Cost: Very inexpensive--easily Scrounged together if
explosive
powder is available.
Damage: 4D damage within 2 meters of explosion.
Reduce damage by 1D for each additional 2 meters from site of impact.
Note: "Pipebombs" include just about every small,
makeshift
bomb the characters might whip up.
Motorcycle
Scale: Personal Vehicle.
Length: 2 meters.
Cost: Civilian models: $2000 (used); $10,000 (new).
Skill: Drive Motorcycle
Speed: 80 kph / 200 kph.
Body: 4D
Maneuverability: 2D.
Crew: 1 (can hold another rider, but increase Piloting
Difficulties
by 5).
Crew Skill: 5D for professional racers; 3D for standard
riders.
Cargo: Very little: enough for a water bottle, a few
camping
supplies, and small toolkit.
Jeep
Craft: 4-wheeled, all terrain passenger vehicle.
Scale: Personal Vehicle.
Length: 3.5 meters.
Cost: Civilian models: $7000 (used); $15,000
(new).
Military models: 18,000 (used); 32,000 (new).
Skill: Drive Automobile.
Speed: 30 mph / 60 mph / 90 mph / 110 mph.
Body: 6D
Maneuverability: 1D.
Crew: 1.
Passengers: Fits 4 (including driver) comfortably.
Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military drivers; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high..
Description: Jeeps are 4-wheeled all terrain vehicles
commonly used on outpost worlds where roads are rough or
nonexistent.
They tend to be reliable, tough vehicles, but provide little of
luxuries
and comfort.
Economy
Car
Craft: Standard, economy hatchback or small sedan.
Scale: Personal Vehicle.
Length: 4 meters.
Cost: $25000 (used); $12,000 (new).
Skill: Drive Automobile.
Speed: 35 mph / 55 mph / 70 mph / 90 mph.
Body: 7D
Maneuverability: 0D for most cars. Sportier cars
may have +1-3D.
Crew: 1.
Passengers: Fits 4 (including driver) with some
squeezing.
Up to 6 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military drivers; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high. Hatchbacks may have a bit more
space.
Luxury Car
Craft: Standard, fancy sedan.
Scale: Personal Vehicle.
Length: 4 meters.
Cost: $10,000 (used); $20,000 (new).
Skill: Drive Automobile
Speed: 40 mph / 60 mph / 90 mph / 110 mph.
Body: 8D
Maneuverability: 0D for most cars. Sportier cars
may have +1-3D.
Crew: 1.
Passengers: Fits 5 (including driver) comfortably.
Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill: 4D for professional/military drivers; 3D for
most experienced civilians.
Cargo: Cargo area "trunk" is approximate 2 meters wide,
1 meter deep, and 1 meter high.
Hovership

("Hackship")
Craft: Resistance hovercraft
Scale: Hovership
Length: 55 meters.
Skill: Pilot: Hovercraft
Crew: At least 1 commander, 1 pilot, and 1 mechanic.
Usually
also have an Operator on board.
Crew Skill: Varies.
Passengers: 12
Cargo Capacity: 10 tons.
Consumables: 1-2 months depending the amount of
activity.
Batteries must be recharged at Zion. Can be extended if the ship
is restocked with water and raw materials from the surface.
Cost: NA.
Jump Chairs: 8
Speed: 80 mph/400 mph
Hull: 4D
Maneuverability: 2D
Communications: Capable of linking into the Zion
communication
grid or the Matrix.
Sensors: capable of creating a 3D rendition of objects
detected.
Passive: 5km/0D
Scan: 10 km/1D
Search: 25 km/2D
Focus: 1 km/ 3D
Weapons:
Electromagnetic Pulse Wave
Fire Arc: Sends a
wave out in all directions.
Crew: 1
Skill: None (automatic)
Fire Control: None
Range: 100 meters
Damage: Causes
automatic
shutdown of any electrical systems which are not shielded from
electromagnetic
pulses.
Autocannon Turrets
Number of Turrets: Varies, depending on
the ship's class (1-6). Usually 4.
Fire Arc: 360 degrees.
Crew: 1 per turret.
Skill: Aircraft Gunnery:
4D
Fire Control: 2D
Range: 100 m / 200
m/ 300 m
Damage: 8D (Tank
Scale) of Armor Piercing Rounds (reduce
Armor, if any, by 2D) in a burst that lasts one combat round (generally
10 shells). A single shot will do 5D Tank Scale (with Armor
Piercing
of 2D).
Ammunition: 1000 rounds per
Cannon.
Game notes: A hovership must power down most of its systems to use the EMP Wave without damaging itself (considered going to minimal power). If they do not, Sensors, Communications, Maneuverability and all computers (including Broadcast Chairs) will cease to work. It takes 1d6 hours to repair each damaged system. If Broadcast Chairs lose power or are damaged while in use, the Jumper will die.
Armored Personnel Unit (Powered Exoskeleton )
Craft: Zion mechanized defense and construction
exoskeleton.
Scale: Tank.
Height: 8 meters
Width: 6 meters.
Cost: NA
Skill: Operate Exoskeleton: APU
Speed: 2 mph / 4 mph / 10 mph / 20 mph.
Body: 8D
(for purposes of damage resistance and Protective Cover for a the
crewman).
Maneuverability: 0D.
Crew: 1.
Crew Skill: Operate Exoskeleton: 4D; Mounted Artillery:
4D
Communications: Short-range communications on secure
channels.
Sensors: extremely rudimentary sensors, usually receiving
telemetry
from fixed sensor stations around Zion or from Hoverships.
Passive: 1 km/ 0D
Scan: 2 km/1D
Search: 1 km/2D
Focus: 0.5 km/ 3D
Weapons:
90 mm Cannons (2, one on each arm).
Fire Arc: Rotational
(on arms of the unit, generally a 180 span, but the unit may easily be
rotated to achieve 360 degree exposure).
Skill: Mounted Artillery:
4D
Fire Control: 1D
Range: 100 m / 200
m/ 300 m
Damage: 8D (Tank
Scale) of Armor Piercing Rounds (reduce Armor, if any, by 2D) in a
burst that lasts one combat round (generally 10 shells). A single
shot will do 5D Tank Scale (with Armor Piercing of 2D).
Ammunition: 500 rounds per
Cannon.
Other such "objects" or programs are more complex. While they may appear commonplace, they are actually designed to interface with or manipulate the Matrix in subtle ways. For example, the well known "red pill" that is offered to a potential for resuscitation is actually a trace program that helps the Resistance locate the physical location of the potential's body in the Real World. These programs pierce the veil of the Matrix.
The programs listed below are of the latter, more subtle types. They are coded "objects" and routines which are designed by those who know what the Matrix is and are trying to manipulate the code to their advantage.
Terms:
Type: the name and/or basic function of the program.
Origin: the source of the original code for this kind
of program.
Typical Manifestation: the physical manifestation of the object
in the Matrix. Often, this is extremely mutable.
Program Level: a description of the complexity of the program
and an indication of its rarity (Basic, Standard, Complex, Advanced,
Incomprehensible).
Difficulty to Program: the standard Difficulty Level for
a programmer to create this program or object.
Detection Risk: Difficulty Level that the program user
must surpass in order to avoid detection from the Machines.
Description: a brief description of the program's
functions.
Sleep Program
Origin: Zion Resistance.
Typical Manifestation: a blue pill, offered when the potential
is given the choice of learning the secrets of the Matrix or returning
to their old life.
Program Level: Complex.
Difficulty to Program: Moderate (15). The Sleep Programs
typically can be resused again and again because the Machines rarely
notice
their use (and therefore do not develop defenses against them).
Detection Risk: Low (5).
Description: If ingested, this pill will render the target
unconscious and obscure memories regarding the Matrix or meetings with
Resistance
hackers. The person will be left feeling as if they have had an
extremely
odd dream.
Ecstasy Stimulant
Origin: the Merovingian (Autonomous Inform).
Typical Manifestation: the Merovingian likes to dress his
Stimulant
programs up in a variety of guises, usually food, alcohol, or,
occasionally,
illicit drugs. The Ecstasy Stimulant has been known to be
manifested
as a decadent piece of chocolate cake.
Program Level: Complex. The target may make a
Willpower
vs. 20 to avoid the effects.
Difficulty to Program: Difficult (20). This program is
Difficult because it has very subtle effects--sexually arousing its
target
to the point of orgasm--and is absolutely hidden within an
already-detailed
piece of code (the chocolate cake). It requires a very fine touch
to code something so elegant and effective.
Detection Risk: Very Low (3).
Description: When the target is subject to this program,
either through voluntary ingestion of a food item containing its code
or
through other means, the target is overcome with feelings of sexual
pleasure.
The target may be driven to the point of distraction even, perhaps,
orgasm.
This is generally considered fairly benign, but the ability to so
deeply
manipulate another being in the Matrix demonstrates an incredible
dangerous
potential for abuse.
Enragent
Origin: the Merovingian (Autonomous Inform).
Typical Manifestation: like many of the Merovingian's programs,
the Enragent is often disguised as a food item. In his perverse
sense
of humor, the Merovingian has been known to plug Enragent code into
children's
candies, IV bags giving drugs to hospital residents, and dog food.
Program Level: Complex. The target may make a
Willpower
vs. 20 to avoid the effects.
Difficulty to Program: Difficult (20). While the Ecstasy
Stimulant has somewhat benign effects, the Enragent is capable of
wreaking
serious damage to its target or others around him. The code must
be written to overcome the target's natural sensibility and provoke a
violent
anger.
Detection Risk: Low (5). Explosive effects, such
as mass murders or serial slayings, may be detected by the Machines who
may dispatch human police or Agents to investigate.
Description: The target of this program is overcome with
anger, welling up into a violent rage. Depending on the "dose" in
the code, the target may go from being merely irritated to homicidal in
a matter of minutes. Some believe that the Merovingian's Enragent
"drug"
may have resulted in more than one postal worker shooting spree...The
Merovingian
does seem to feed off the chaos and emotional turmoil that follows such
events.
Willcrackers
Origin: the Machines (typically used by Agents to extract
information
from captured Resistance fighters).
Typical Manifestation: these often take the form of a "truth
serum" that is injected into the target.
Program Level: Very Complex. The target may make
a Willpower vs. 20 to avoid the effects.
Difficulty to Program: Very Difficult (25). The
program must be written to anticipate and overcome the target's mental
defenses. It works to trace the hacker's link back to his
Hovership
and actually download information from the Hacker's brain.
Detection Risk: Unknown, but probably Fair (10).
Description: The battery of virtual "drugs" that Agents
use, collectively referred to as "Willcrackers" by Zion fighters, are
the
source of much concern among the Zion leadership. Conceivably,
the
Agents can use the drugs to open up a captured hacker's brain and gain
access to all the hacker knows of Zion's tactics and defenses.
When
successful, the Willcracker leaves the target open to questioning from
an Agent and the target will be unable to lie (without an Extremely
Difficult
Willpower check).
Sentry Dog
Origin: unknown. The Machines and some Autonomous
Programs
are known to use Sentries as their "eyes and ears" when the investment
of an Agent or other resource-intensive program would be wasted.
Typical Manifestation: a German Shepherd, Rottweiler, or
Doberman.
Program Level: Very Complex. Complexity may be
reduced
or increased depending on the program's AI.
Difficulty to Program: Very Difficult (25).
Detection Risk: Generally, Low (5) so long as the Sentry
conforms to the most of the normal parameters for a "dog" in the
Matrix.
Description: This Sentry Dog acts like any normal guard
dog except that it records and transmits all of the stimuli it senses
to
a remote station. Thus, a user may "see" through the Sentry's
eyes,
even smell with its nose. And the controller can give immediate
commands
to the Sentry, typically through a computer or voice interface.
The typical sentry has the following Attributes
and Skills:
Dexterity: 3D.
Run: 5D, Attack (Bite Strike): 4D, Dodge:
4D.
Perception: 4D
Track: 6D, Search 6D
Strength: 3D
Attack (Bite Damage): 3D (can be augmented up to
6D).
"Werewolf"
Origin: unknown. "Legend" has it that the Werewolves were
originally written by the Machines as part of early manifestations of
the
Matrix, probably to serve similar functions as the Agents do now.
These programs have generally been "collected" by more powerful
Autonomous
Programs to use as lackeys.
Typical Manifestation: a thuggish looking man or woman in a
sharp suit.
Program Level: Extremely Complex. A person may make
a Faith roll of greater than 20 to recognize that the Werewolf is
merely
a program and not a real person.
Difficulty to Program: Extremely Difficult (30).
Detection Risk: Generally, Moderate (15). No one
knows when the last "werewolf" was created.
Description: Rumor has it that occasionally Autonomous
Programs become a bit too autonomous and begin "doing things they
shouldn't"
(i.e., acting without direction from the Machines and outside their
original
behavioral parameters). To hide the "illegal" activities of these
programs, the Machines folded the stories of these programs into the
social
consciousness of the humans plugged into the Matrix. These
outlaws
became the bogeymen of fairy tales or the space aliens of innumerable
conspiracy
theories.
"Werewolf" is a generic name for one such program,
typically a violent one. These programs are often collected by
Autonomous
Programs as items of study, curiosity, or simply utility (they follow
orders
fairly well and kill with pleasure).
The typical Werewolf has the following Attributes
and Skills: Werewolves can typically be uploaded with new skills
quickly.
Dexterity: 5D.
Run: 6D, Martial Arts: 6D, Dodge: 5D, Melee
Weapons: 6D, Firearms: 6D, Throwing: 6D.
Knowledge: 1D
Tactics: 3D, Intimidation: 4D, Streetwise:
2D.
Mechanical: 2D
Drive: 4D, Drive Motorcycle: 4D. Often
has Aircraft and Weaponry skills.
Perception: 2D
Track: 3D, Search: 3D, Stealth: 4D
Strength: 4D
Climbing: 6D, Jumping: 6D, Stamina: 8D.
Technical: 1D
Special Abilities: Many werewolves are especially resistant
to damage and are very difficult to kill. Apparently, some
versions
can only be killed by silver bullets. Others may have equally
romantic
vulnerabilities.
Tracking Parasite
Origin: the Machines, typically used by Agents to track humans
that are moving through the Matrix.
Typical Manifestation: when inert, the Parasite resembles a
spark plug in a test tube. When activated, it has 8 ropy legs and
a robotic body that appears as a cross between a spider and a squid.
Program Level: Extremely Complex. Can be defeated
with a special device that "surgically" removes the Parasite from its
host.
Difficulty to Program: Difficult (25).
Detection Risk: Very Low (3).
Description: The Tracking Parasites are only used when
a human that is still plugged into the Matrix begins to discover too
much
about the true nature of the system or has too much contact with the
Resistance.
Agents insert the Parasite into the host's body. Once inside, the
Parasite continually broadcasts the location of the host in the Matrix,
making them extremely easy to track. The Parasite also records
and
broadcasts the observations of the host. The Resistance has come
up with many techniques for interfering with these broadcasts and
removing
the Parasites from hosts.
Humans who are still plugged into the Matrix and
who are the recipients of a Tracking Parasite often report "alien
encounters"
where they are abducted and subject to tests. These "abduction"
tales
are usually discounted as fantasies or signs of mental instability.
Spybot
Origin: the Machines, typically used by Agents to eavesdrop
on suspected Resistance cells. Autonomous Programs have also been
known to develop varieties of Spybots.
Typical Manifestation: usually appears as a small insect, such
as a flea or a common house fly. Upon closer inspection, it will
be obviously robotic in origin.
Program Level: Complex. Spybots may be detected
with a Moderate or Difficult Sensors roll or a Very Difficult Search
roll.
Savvy Resistance hackers know to either kill every fly zooming about a
room or to at least take a good look at them up close. Spybot
transmitters
may also be jammed with a Difficult Communications roll (GM may adjust
at his discretion). Finally, some clever hackers have developed
"predator"
insect-bots that patrol secure areas to hunt and kill spybots.
Difficulty to Program: Difficult (25).
Detection Risk: Very Low (3).
Description: Spybots act as video and audio transmitters
for those that want to covertly acquire information. Because the
Resistance Hackers have developed a variety of ways of operating in the
Matrix without being tracked or detected, the Machines have had to
resort
to such measures to gather intelligence. Some clever Autonomous
Programs
also use Spybots for their own ends.
Spybots are generally very fragile and can easily
be killed (any damage taken usually renders them inoperative).