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VI.  EQUIPMENT

    Firearms

    Melee Weapons

     Armor

    Computers

    Miscellaneous Gear

     Robots

     Vehicles

     Matrix Programs
 
 

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).


ARMOR
Shield
Type: Personal protection.
Scale:  Character.
Protection:  Free action to Parry a melee attack (roll with Melee Weapons, Martial Arts or Brawling).  Acts as 4D Protection when used as Cover against missile attacks (no free action).
Cost:  Highly variable (depending on style and quality).
Availability:  Uncommon.  In the Matrix, hackers may use a variety of objects as shields (trash can lids, etc.).
Concealability:  Very Difficult (25)

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.


COMPUTERS
    Inside the Matrix, the computer technology resembles that of the late 1990's and early 21st century.  Computers are for the most part non-autonomous and interfaces remain primarily through keyboards and disk drives.
    In the Real World, computers are extremely advanced and artificial intelligence is pervasive.  The human resistance fighters have managed to steal and develop  impressive technological advances, including the supercomputers and communication systems needed to jack into the Matrix.

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.


ROBOTS
Robots are primarily only used by the Machines.  The human Resistance has deemed it too risky to put trust in any kind of artificial intelligence unit for fear it may be "corrupted" by the Machines and used against humanity (as all machines were during the Mechanized Revolt).  The robots listed below are only the most common of those known to the Resistance.  There are certainly many other classes and types of robots employed by the Machines.  Furthermore, upgrades are continually introduced into production.

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:

Game Notes:  The Sentinel I-Series serves as the primary scout and guard corps for the machines.  They work independently, showing much cunning and resourcefulness.  However, they are most dangerous when working in squads (usually 3-5).  They coordinate extremely well with instantaneous communication among the squad members.

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:

Game Notes:  Orderlies exist solely to monitor stasis pods and clean out defective battery units (i.e., humans).  They generally ignore any outside stimuli that does not directly bear on their duties.  However, they can coordinate to detect and root out intruders, dispatching them if necessary.
 

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:

Game Notes:  Nurses exist solely to run the farms and are responsible for the cloning and raising of new humans to serve as power sources.  They generally ignore any outside stimuli that does not directly bear on their duties.  However, if so directed by the System, Nurses can coordinate to detect and root out intruders.

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:

Game Notes:  Spiders perform a variety of tasks, from keeping things clean to performing repairs on other robots.  In general, they take no notice of anything other than broken machines.  They scurry around anywhere there are machines to maintain, often working in large groups to complete tasks more efficiently.   Spiders are merely one type in an entire class of custodial robots that tend to the Leviathan and its sub-parts.

MISCELLANEOUS GEAR

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:

Molotov Cocktails
Scale:  Character
Range: 2/4/8
Cost:  Very inexpensive--easily Scrounged together if alcohol or fuel is available.
Damage:  3D+2 fire damage.  The cocktail's fuel will splash about 1m in all directions from impact and burn for 1D6 rounds.

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.


VEHICLES
With the exception of the Hovership, most of the vehicles below are used only in the Matrix.  Most Freeborn humans have not ever seen a motorcycle or car, let alone know how to drive one.

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.


PROGRAMS
Many of those that access or live in the Matrix create new pieces of code that are integrated into the system.  Some of this code is simply a reproduction of common place objects that a "normal" human would have access to in the "real" world.  For example, every time a human Operator provides weapons in a Construct program that hackers take into the Matrix, the Operator is essentially adding a code "object" to the Matrix.

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.



CODED DRUGS
Trace Program
Origin: Zion Resistance.
Typical Manifestation: a red 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). Trace programs must be regularly retooled to defeat new security protocols put in place by the Machines.
Detection Risk: Moderate (15).
Description:  When ingested by a human in the Matrix, the red pill disrupts the interface between the human and the cybernetic system link in the human's stasis pod.  This electronic disruption also acts as a beacon that a Zion hovership can detect.  The Machines believe the pod has malfunctioned and eject the human into a "recycling" sewer system.  At that point, the Resistance has a brief window (usually  fewer than five minutes) to rescue the human from the recycling pool before the person drowns or is ground up by the recycling processors and fed to other humans still plugged into the Matrix.

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).



FAMILIARS
Familiars constitute programs with semi-autonomous features that serve as lackeys, servants and pets for their creators.  Typically, the Familiar will take the form of a human or, on occasion, a standard pet.  However, the Familiar will often have very unique characteristics.

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).