Table of
Contents

Game 
Mechanics

Characters

Attributes
& Skills

Matrix Skills

Actions &
Combat

Equipment

The 
Machines

The 
Resistance

What's New

Links

Guestbook

Email

III.  ATTRIBUTES AND SKILLS
Many of the skills that are used in The Matrix RPG are exactly the same as those used in the Star Wars RPG.  However, I have made a few changes.   The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the Star Wars rulebook).

Attributes:
    Dexterity
    Knowledge
    Mechanical
    Perception
    Strength
    Technical

 


DEXTERITY 

 Acrobatics
Time Taken: One round
Specializations:  Tumbling, Balancing, Swinging
     Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, subtract the difference from the damage taken).
     Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can potentially reap one of the following benefits:

    • A successful check versus a Moderate difficulty adds a +1D to both the character's attack and Dodge (but not Parry) attempts. This ability may be used in the same round as the Dodge or Attack attempt (and counts as an additional action) or may be used as a set up for following round (granting the bonus without requiring an action).
    • With a Very Difficult check, the character may get a +1D to both her Attack and Dodge attempts this round and the Acrobatics attempt does not count as an action.
    • Whenever Acrobatics is used for one of the above purposes in combat, the character is considered to act last in the round (her attacks will land in the "second segment").
Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Very Easy (5)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value (10 over the Target Number).
Note:  Brawling may be taken under Strength of Dexterity.

Dodge
Time Taken:  One round.
Specializations:  None.
    Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  Thus, if a character makes a Dodge roll resulting in 20, enemies will need at least  a 20 to hit the character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of other objects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control skateboarders.

Firearms
Time Taken:  One round.
Specializations:  Particular weapons types.  For example, Firearms: Rifles.
Difficulty:  Depends on Range.
    With Firearms, a character is familiar with aiming a gun and pulling the trigger.  As you might imagine, it's quite popular among Matrix Hackers.

Heavy Weapons
Time Taken:  One action.  Most heavy weapons cannot be fired more than once per round.
Specializations:  Particular weapons types.  For example, Heavy Weapons: Rocket Launcher.
Difficulty:  Depends on Range.
    Heavy Weapons represents the serious military-style armament that normal citizens will never see, let alone use.  It includes mortars, grenade launchers, rocket launchers, and heavy machine guns (like M60's).  While the ability to cause an immense amount of damage is attractive to many Matrix Hackers, these weapons are often quite difficult to conceal and therefor are rarely carried.

Martial Arts
Time Taken: One round.
Specializations: none.
Difficulty:  Easy (10) to land a simple blow.  Difficulty increases with Special Maneuvers (see below).
     Martial Arts covers the study of unarmed hand-to-hand combat. Many of the Resuscitated use programs to train in an amalgam of styles. Characters may learn one special move for each pip above 2D that they advance. If they decide to learn a special move, they must also pay an additional 5 Character Points upon learning it.
     For example, Rom, a Resistance Hacker, has a Dexterity of 3D and 16 Character Points. He wants to learn Martial Arts. He jacks into a training program and spends the 3 Character Points necessary to learn a new skill. When he is done, he has Martial Arts at 3D. He doesn't have enough Character points to learn 3 special moves, so he only learns two, paying an additional 10 CP. He can learn another special move when he has more Character Points.

SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.

  • Disarm (M): if the character's attack is successful and not parried or dodged, the target is disarmed.
  • Elbow Smash (E): if successful, attacker may add +1D to the damage roll.
  • Flip (M): If successful, the attacker throws the target to the ground and does 3D damage.
  • Flying Kick (D): If successful, attacker does an additional +2D+2 damage. If she fails, the attacker is off balance and at -1D to all actions in the next round.
  • Foot Sweep (M): Will trip the target who must take an action the next round to stand.
  • Headbutt (Easy): Can only be used if the attacker is close to the target (grappling, etc.).  The primary advantage is that the martial artist does not need his hands
  • Hold/Grapple (M+ opposing STR): Once the target has been successfully held, the attacker must make an opposing Martial Arts versus the target's Martial Arts, Brawling, of Strength each round to continue to hold them. If the target is held, he or she cannot attack.
  • Instant Knockdown (M): If landed successfully, this attack knocks the target to the ground. The target must spend the next round getting up or suffer multiple action penalties.
  • Instant Stand (M): Allows the martial artist to automatically stand up without taking an additional action.
  • Instant Stun (M): If successfully landed, this attack stuns the target for one round.
  • Instant Wound (D): If successfully landed, this attack gives the target a Wound.
  • Multiple Strikes (M): A character can make an additional attack this round doing STR damage without a penalty for an additional action.
  • Nerve Punch (VD): If successful, the attack punches a bundle of nerves on the target and renders a limb unusable for 3D rounds. If the attacker beats the difficulty number by 15, the target is rendered unconscious for 3D rounds.
  • Power Block (M): A successful Parry inflicts STR +1D damage to the target.
  • Reversal (Opposed STR or Brawl or Martial Arts): Only works while being held or grappled. If successful, the martial artist breaks free and renders person holding him or her immobile (see Hold/Grapple above).
  • Silent Strike (D): If the character sneaks up on a target and also rolls a successful Silent Strike, the attacker does STR +1D damage without making a sound.
  • Spinning Kick (M) STR + 2D damage. If the attack fails, the attacker is off balance and suffers a -1D to all actions next round.
  • Shoulder Throw (M): A successful attempt will allow the martial artist to hurl a target to the ground doing 3D damage. The target must take an action to get up.
  • Weapon Block (Opposed Martial Arts versus Melee Combat roll): Allows an unarmed martial artist to parry a weapon used in a melee attack.
Missile Weapons
Time of Use: 1 action.
Specializations:  Particular archaic missile weapons:  Bow, Crossbow, Slingshot, Dartgun, etc.
     Missile Weapons includes the use of all "archaic" forms of ranged weaponry, such as bows and crossbows.

Running
Time of Use: 1 action.
Specializations: none
Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.
    Running includes not only the ability to move your feet rapidly, but also of avoiding objects and stumbling while you are doing so.  Running is often one of those essential skills for avoiding becoming dead.

Throwing
Time of Use: 1 action.
Specializations:  Particular objects:  grenades, spears, shoes.
    This covers the hand-eye coordination required to pick something up and hit a target.  Difficulty depends on whether the object was designed to be thrown and range.

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KNOWLEDGE

Bureaucracy
Time of Use: 1 round to several hours.
Difficulty:  Easy. May be increased for particularly obscure or secret bureaucratic information.
     This character has an unfortunately advanced knowledge of how bureaucracies work.  They will know who is in charge of what duties, where paperwork is kept, and what processes must be followed to get something done in a bureaucratic chain of command.  Every species has its own kind on bureaucracy, and a smart individual can learn how to use it to his advantage.  The nature of the Machines lend them to an almost supremely bureaucratic structure and division of labor.  In the Real World, characters may use this skill to discern the various functions, access, security and, perhaps, weaknesses, of the various robotic castes.

Business
Time of Use:  usually ongoing.
Difficulty:  Moderate for most matters.
     This character knows how economic principles can be best applied to a given situation.  They can organize profit-making ventures, find appropriate contacts, and recognize needed resources.  This skill can be extremely useful in both the Matrix and the Real World.

Cultures
Time of Use:  1 round to several minutes.
Specializations:  Particular cultures.
Difficulty:  Easy for commonplace practices or beliefs.  Add Difficulty as the knowledge becomes more specific or arcane.
    Cultures represents a character's knowledge regarding other societies and their structures, beliefs, and practices.  It can be used as an insight into motivations or to act appropriately when faced with a person of that culture.  A character may also use this skill to quickly blend in with local groups and attempt to pass herself off as a native.

Education
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
Difficulty:  Variable depending on the detail of the knowledge or how commonly such knowledge is available.
    Education indicates the depth of the character's academic background.  Characters may make Education checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Sciences and Geography in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge (for example, someone with adequate Education knows that the heart is an organ that circulates blood through the body; however, they would need the Medicine skill to actually diagnose a heart problem).
    The table below gives a rough idea of what each level in Education represents. Note that it is not necessary to go to college to have a level 3 or 4 Education, it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Education).
 

# of Education 
Skill Dice
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World renowned scholar
7
Revolutionary scholar

Geography
Time of Use: 1 round.
Difficulty: Easy for basic geographical information.  Difficulty increases for lesser known or conflicting information.
Specializations:  Particular regions (North America, Southeast Asia, the Moon, etc.).
    Geography covers the knowledge of places and their characteristics in the world.  A skilled geographer will know such common knowledge as capitals and borders, as well as more esoteric information such local curiosities and perhaps even secret routes or sacred places.  This skill also includes familiarity with electronic and computer devices, such as GIS software and GPS transceivers.

Intimidation
Time of Use:  1 action.
Difficulty:  Opposing roll vs. target (person being intimidated).  Difficulty may be increased given the circumstances or disposition of the target.
Specializations:  None.
    This character is skilled at scaring, bullying, and basically throwing his weight around.  It is most often used to get people to do what one wants out of fear.  Targets may provide information, goods, or services.  Usually, however, the target will bear a grudge and use of this skill won't win the character many friends.

Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty:  Easy for common languages (English, Chinese, Farsi).  Difficulty increases with more rare languages or dialects.
Specializations:  Any Language skill is considered a Specialization.  See below.
    When a character selects Language, he must choose a particular language in which he is skilled.  All characters are considered to have a Languages skill of 3D in their native language.
Note:  This is different from the Languages skill as presented in the Star Wars RPG.

Law
Time of Use: 1 round.
Difficulty:  Easy for knowing basic information.  Difficulty increases for understanding more complex legal regimes or employing legal knowledge in a professional manner (trying a case, etc.).
Specializations:  Particular areas of the law:  Enforcement; Torts, Criminal Law, Constitutional Law, etc.
    With Law, a character understands how legal regimes work and what must be done in order to comply with those laws.  Skilled characters may attempt to use the law to defend themselves (or others), gain access to information, or have the weight of authority brought done upon another person (i.e., charging them with a crime).  Zion, in the Real World, has a different set of laws than those in the Matrix, and characters familiar with one set of laws may be unskilled in another.

Matrix Orientation
Time Taken:  1d6 rounds
Specializations:
    Matrix Orientation allows someone who is accessing the Matrix (either an Operator or a Runner) to know what part of the physical machinery they are linking into.  Furthermore, it allows them to trace where someone else is accessing the Matrix as well.  To use this skill, the character must concentrate on the target for 1d6 rounds.

Example 1: Rom is surveilling a possible candidate for Resuscitation inside the Matrix.  He uses Matrix Orientation to figure out that the Coppertop's physical body is plugged into the Matrix at the farm node that was once Los Angeles.

Example 2:, Rom and his crew are being dogged by a particularly crafty Agent.  They decide to find out where this Agent's program is housed and destroy it in the Real World.   Rom uses Matrix Orientation to learn that this Agent's software is kept in the heavily guarded data fortress located in what was Paris.

Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations:  Particular fields of study:  Physics, Chemistry, Biology, etc.
Difficulty:  Easy (10), but increased for more complex or obscure scientific theories.
     Sciences represents knowledge in fields such as physics, mathematics, chemistry and biology.

Streetwise
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if used in a city unfamiliar to the character.
Specializations:  May specialize in particular niches of society (drugs, hitmen, hacking, etc.) or particular regions (Zion, New York, San Francisco, Paris, etc.).
   Streetwise represents a character's ability to tap into the resources of the darker side of society.  This skill may be used to procure stolen items, contact assassins, or score some drugs.  It may also be used to find more unsavory and alien creatures and items.

Survival
Time of Use: One roll should represent 1 "event."
Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.
    A character with Survival may attempt to endure the rigors of the natural world in a number of environments and situations.  The skill is used when the character must find food and shelter or take other actions to survive in the wild.  Note that Survival only covers what is needed for subsistence. If you want to build a nice house like they have on Gilligan's Island, you'd better learn Craftsmanship: Carpentry or something similar...Difficulty levels increase when the character is using Survival not only for himself but to aid others as well.

Tactics
Time of Use: 1 round.
Specializations:  Particular types of forces: Infantry, APU Cavalry, Hovership Maneuvers, etc.
Difficulty:  Dependent upon the situation, often as an opposed roll against the leader of the enemy force.
    Tactics is used whenever a commander attempts to guide his troops into battle.  It may also be used to second-guess an opponent and predict means of attack.

Theology
Time of Use:  1 round.
Difficulty:  Easy for common religions.  Difficulty increases for more obscure belief systems or secret practices.
Specializations:  Particular religions: Catholicism, Buddhism, Matrix Messianic beliefs, etc.
   Theology represents a character's knowledge about metaphysical beliefs and their dogmatic counterparts.  The person with this skill is familiar not only with the underlying beliefs, but also the practices and  important texts and artifacts associated with the religion.

Value
Time of Use: 1 round to several if the character must research the item.
Specializations:  particular types of items (jewelry, weapons, technology, texts, etc.)
Difficulty:  Easy (10).  GM's should freely modify this difficulty, depending on the obscurity of the item.
    Value represents the a familiarity with the economic value of things--books, real estate, collectibles, etc.

Willpower
Time of Use:  1 action.
Specializations: None.
    Willpower represents the strength of the character's mind and ability to resist outside influences.  Characters must make Willpower checks to avoid temptations, fight the powers of suggestive drugs, and remain conscious when physically weak or in extreme pain.

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MECHANICAL

Aircraft Weaponry
Time of Use:  One round.
Specializations:  Weapons on a particular aircraft type:  airplane, helicopter, hovercraft etc.
    Aircraft Weaponry covers all weapons that are mounted on flying vehicles, including hovercraft.

Communications
Time of Use: 1 round.
Specializations: None.
Difficulty:  usually Easy (10).
     Represents familiarity with various forms of communication devices and how to best use or repair them.

Drive Automobile
Time Taken:  One round.
Specializations:  Particular types of 4-wheeled (or more) vehicles, such as sports cars, limousines, trucks, etc.
    Drive Automobile applies to the conduction of commonplace passenger vehicles. It won't do you a lick of good in a tank...

Drive Motorcycle
Time Taken:  One round.
Specializations:  Particular types of 2 or 3-wheeled vehicles, such as motorcycles, ATV's, etc.
    Drive Motorcycle represents a character's skill at handling 2- or 3-wheel cycles.  Because of their speed and dexterity, motorcycles are a favored conveyance among Hackers making a run in the Matrix.

Mounted Artillery
Time of use: One round.
Specializations:  Certain weapon types such as:  Gating gun, 20 mm Cannon, Missile Launcher, etc.
Difficulty:  Depends on Range (see Combat section).
    Mounted Artillery is used whenever a character is firing a weapon that has been fixed on a land based vehicle, such as a jeep or hovertank.

Navigation
Time of Use:  One to several rounds, depending on the length and complexity of the course charted.
Difficulty:  Easy to Moderate, depending on the information available to the navigator (charts, compass, current location, etc.).
Specializations:  Particular environments:  Terrestrial, Aquatic, Subterranean, Outer Space, etc.
    A character skilled in Navigation may use any available information to discern her current whereabouts and plot the best course to arrive at another location.  She can read maps, instruments, perform necessary calculations, correct for errors, and generally avoid getting lost.  Even without charts and gear, this character may use local cues (such as the sun or stars) to figure out their location and plot a course of travel.

Operate Exoskeleton
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particularly rough terrain or complicated maneuvers may require higher rolls.
Specializations:  Specific exoskeleton models.
    With this skill, the character knows how to use the massive exoskeletons (APUs) used to defend Zion.  Standing over twenty feet tall and armed with heavy gatling guns, APUs provide a last line of defense against Machine invaders.  While the APUs are rarely used in for assault strikes against the machines, they have proven useful for repelling Squids that have come too close to Zion's defensive perimeter.  Exoskeletons are also used for heavy construction operations within Zion itself and to lift large cargo into and out of hoverships.

Pilot Airplane
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and maneuvers may increase difficulty (E.g., trying to keep the helicopter in one place while someone tries to jump onto the landing gear, etc.).
Specializations:  Particular kinds of airplanes, such as Propeller Airplanes, Jets, etc.
    Pilot Airplane permits a character to perform all the activities required to pilot planes--including instrument reading and navigation, basic mechanical checks, the required radio communications, and the actual piloting.

Pilot Helicopter
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and maneuvers may increase difficulty (E.g., trying to keep the helicopter in one place while someone tries to jump onto the landing gear, etc.).
Specializations:  Particular kinds of helicopters
    Pilot Helicopter permits a character to perform all the activities required to pilot helicopters--including instrument reading and navigation, basic mechanical checks, the required radio communications, and the actual piloting.

Pilot Hovercraft
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and maneuvers may increase difficulty (E.g., trying to keep the hovercraft in one place while someone tries to jump onto the loading ramp, etc.).
Specializations:  Particular kinds of hovercraft, such as Hovertrucks, Hovertanks, and Hoverships.
    Pilot Hovercraft permits the use to control any vehicle that relies on repulsor-lift technology as a means of propulsion.

Pilot Tank or Armored Vehicle
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and maneuvers may increase difficulty.
Specializations:  Particular types of armored vehicles and tanks.
    Pilot Tank/Armored Vehicle covers training in military armored combat vehicles of all types.

Ride Horse
Time of Use:  One round.
Difficulty:  Easy for basic riding.  Particular weather conditions (wind, etc.) and maneuvers may increase difficulty.
Specializations:  None.
    This skill is employed for riding horses and their ilk (donkeys, mules, etc.).  Few Zion inhabitants have ever seen a horse--either in the Matrix on in the Real World.  But some Matrix hackers like to learn this skill for "backcountry" missions within the Matrix .

Sensors
Time of Use:  One round.
Difficulty:  Easy.  Interference and distance may increase the difficulty.
Specializations:  Particular scanner types (radar, motion detectors, etc.) .
    Sensors includes all skills necessary to employ sensing instruments, such as radar and other scanners.  It may also be used to devise counter-measures or jam such devices.

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PERCEPTION

Bargain
Time of Use: 1 round.
Specializations:  Bargaining over certain items:  weapons, food, ships, etc.
Difficulty:  Typically an opposed roll against the other bargaining party.
     Bargain represents the character's ability to haggle over just about anything.  In the Zion, nearly everything is up for sale, and merchants tend to be shrewd.  Without this skill, characters may find themselves much more than they should for goods and services.  The table below gives general outcomes of Bargain "battles":  If the winner is the buyer, reduce the "real price" (GM's discretion) by the Price Multiplier. If the winner is the seller, inflate the price accordingly.
 

Winner's Total > 
Loser's Roll
Price Multiplier
1-5
 x 1.5
6-10
 x 1.75
11-15
 x 2
16-20
 x 3
21-25
 x 4
26+
 x 5

Command
Time of Use:  1 action.
Specializations:  Commanding certain types of troops:  Infantry, Battleships, Robot Sentinels, etc.
Difficulty:  Easy to Moderate depending on the situation.  Can be easier or hardier depending on the skill and morale of the troops.
    With this skill, a character can manage, direct and mobilize others in a wide variety of endeavors.  She knows how to give clear instructions and inspire obedience and prompt response.  In the heat of battle, an able commander is essential.

Con
Time of Use: 1 action.
Specializations:  Certain types of cons:  disguise, fast-talking, forgery, etc.
Difficulty:  Opponents may make a Willpower or Knowledge opposing roll to rat out a Conning player.
    Con represents a character's ability to bend the truth and slide by on fast-talking.  It also includes other ways of being less than honest--disguise, forgery, etc.

Faith
Time of Use: 1 action.
Specializations:  None.
Difficulty:  Dependent upon the situation (see below).
    Faith is a manifestation of the character's ability to believe that the Matrix is nothing more than an electronic construct.  As the character's Faith grows, they are more likely to be able to resist the false images the Matrix projects, deflect perceived damage, and trust in their own ability to control the Matrix.  GM's may occasionally have the characters make Faith checks to see whether they fall subject to the Matrix's illusions.  At times, the GM may require a Faith Check and set the Difficulty level equal to the number of Skeptic Points that the character has (generally assigning 1 Difficulty level per Skeptic Point).  At other times, the GM may create a generic Difficulty level dependent on the situation (and the "convincing" nature of the situation in the Matrix).

Gambling
Time of Use: 1 round.  Can roll for whole "games" or gambling events.
Specializations:  Particular games: Poker, Blackjack, etc.
Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very complex ones.  Can be used as an Opposing Action against other gamblers.
    Gambling is quite common in both the Real World and the Matrix.  In the Real World, there usually exists little use for money, even in Zion.  But goods of like value or services ("I'll take your turn cleaning the bilge.") are often thrown in the pot.

Hide
Time of Use:  1 round.  May be more for larger items.
Specializations:  Hiding particular objects (personal items on one's body; caches in the wild; smuggled cargo).
Difficulty:  Easy for small items.  Difficulty increases with the size and unwieldiness of items.
    With Hide, a character can attempt to conceal items from the view or discovery of others.  A skilled character may conceal weapons on her body and know various tricks for fooling detectors; or she may know all the tricks of the smuggling trade--trap doors, false bottoms, etc.

Investigation
Time of Use:  1 round to several hours or days.
Difficulty:  Highly variable, depending on the circumstance.  Easy for general background checks and research.  Difficult for probing into deep, dark secrets.
Specializations: Particular areas of investigation:  crime, forensics, scholarly research, etc.
    A character with Investigation has honed her ability to pick up on clues, follow complex paper-trails, and put together disparate pieces of puzzles.  This skill often comes in handy for routing out criminals, uncovering secret motivations behind business transactions, and discovering the truth behind long, lost secrets.

Multitasking
Time of Use:  One round.  Use of this skill does not count as an action.
Specializations:  Multitasking certain kinds of actions, such as shooting and dodging, piloting a hovercraft while firing weapons, etc.
    Multitasking permits a character to attempt multiple actions without accruing penalties for taking more than one action in a round.  Essentially, this skill allows the user to walk and chew gum at the same time.
 

Difficulty
Result
Difficult One additional action without penalty.
V. Difficult (30) Two additional actions without penalty.

Perform
Time of Use: 1 round.  Can roll for one whole performance.
Specializations:  Particular performance arts:  music, acting, visual art, etc.
Difficulty:  Moderate.  Vary difficulty depending on the quality and intricacy of the art attempted.
     With Perform, a character can attempt just about any art form.  From song-and-dance to sculpture, the character can express herself and perhaps make a buck or two for the effort.

Persuasion
Time of Use:  1 action.
Specializations:  Particular forms of persuasive speech:  Seduction, Oration, Debate,
Difficulty:  Easy.  Targets may make Opposed Willpower rolls to set a Difficulty.
     Persuasion measures a character's ability to convince others of just about anything.  It does not include the ability to bark orders (see Command), but rather to debate with logic, appeal to sympathy, and otherwise verbally convince others to see things the character's way.

Profile
Time of Use:  Depends on difficulty (See below).
Specializations:  Detecting certain behavioral patterns such as lying, worry, anger, apprehension, guilt etc.
    With Profile, a character can attempt to size up a target, making educated estimates of the target's emotional and mental state.  The longer the skill user studies her subject, the greater chance she will draw the appropriate conclusions.  The base difficulty is the target's opposing Willpower check.  Additional difficulty modifiers are as follows:
 

Desired Outcome
Difficulty
Surface emotions + 0
Emotions or thoughts the target actively attempting to hide + 5
Emotions or thoughts that the target is in denial about +10
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) +15
Attempting to use this skill in a single round +15
Spending 3 rounds to use this skill. +10
Spending 5 rounds using this skill. +5
Spending a full minute using this skill. +0
Interviewing target (asking personal questions). -15
Observing the target closely for more than one hour. -10

Search
Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being sought.
Specializations:  None.
    Search represents the character's ability to pick up on clues, notice little details, and general alertness to her surroundings.

Stealth
Time of Use:  1 round.
Specializations:  Type of habitat in which character seeks to be stealth:  Forest, Urban, Aquatic, etc.
Difficulty:  Easy.  May be more difficult depending on the conditions or what the character is wearing or carrying.
    With Stealth, a character attempts to move unnoticed.  This skill includes walking silently as well as hiding in shadows and blending in with a crowd.  A character using Stealth moves at half-speed (walking).  To move quickly while being stealthy, the character must endure increased difficulty levels (GM's discretion).

Tracking
Time of Use: 1 round.
Specializations:  Tracking in particular habitats:  Forest, Jungle, Urban, Subterranean, Desert, Arctic, etc.
Difficulty:  Easy  to Difficult depending what is being tracked and where.
    Tracking represents the skill of following and catching "prey."  This does not include the ability to kill or trap it (those are different skills).  However, the character can pick up on small traces, estimate how long it has been since the prey was in the area, and make educated guesses as to the condition of the animal.

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STRENGTH

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty: Very  Easy (5)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value (10 over the Target Number).
Note:  Brawling may be taken under Strength of Dexterity.

Climbing
Time Take:  One action (but GM's may decide to have characters just roll once for an entire "pitch") .
Specializations:  Different things climbed:  buildings, trees, rock faces.
Difficulty:  Moderate.
     While Climbing covers the actual act of scampering up something, it may also be used when a character tries to do things like hold on to the hood of a speeding car (the "TJ Hooker maneuver") or grab on to the struts of a helicopter as it takes off, etc.  The difficulty may be increased if the character is burdened or wearing armor.

Jumping
Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's should consider this in modifying difficulties for other actions that are attempted while the character is in the air.
Specializations:  None.
Difficulty:  The distance covered depends on the number of successes gained.  See below
     Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You may notice a somewhat strange progression in the distance covered and the number of successes.  This is because almost anyone can jump at least a little, but only a few people can really jump far. A roll of 40 is about the maximum that an Olympic jumper could get (assuming he didn't use Wild Dice, Chi or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting an average of 4 or greater on each die.  After 40, the distance increases dramatically.  This is because the jumper will only get this far if aided by technology (cybernetics) or some other "superhuman" means (Matrix skills, Chi or Character Points).
    I would recommend to GM's that a result of 40 be the "maximum" allowed any non-augmented jumper (this includes the use of Chi and CP's) because the laws of physics and gravity have to apply somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!
 

Difficulty
Approximate Distance Covered
5
Horizontal:  about 2.5 feet.
Vertical:  about 3 feet.
10
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
15
Horizontal:  about 6 feet.
Vertical:  about 5.5 feet.
20
Horizontal:  about 10 feet
Vertical:  about 6 feet
25
Horizontal:  about 15 feet.
Vertical:  about 7 feet
30
Horizontal:  about 20 feet.
Vertical:  about 8 feet
35
Horizontal:  about 25 feet.
Vertical: about 10 feet.
40
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
50
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 50, a jumper may only achieve these distances if aided by technology.  Even Chi and CP's should not be permitted to carry a jumper this far.
60
Horizontal:  about 75 feet
Vertical:  about 35 feet.
70
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
80
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional 5, add about 25 feet to the result.

Lifting
Time Taken:  1 action
Specializations:  none
Difficulty:  Depends upon the weight and bulkiness of the item.
     Lifting represents more an innate ability than a learned skill (though you can certainly learn the "correct" way to lift heavy objects).  Difficulty depends on the weight of the object. The table below indicates the difficulty of lifting a common object of about the provided weight.  Characters will be able to life much more than this amount  if they bench press (approximately 3 x the amount) or do a dead lift (approximately 4x this amount)
 

Weight of Object
Difficulty
20 pounds
Very Easy (5)
50 pounds
Easy (10)
75 pounds
Moderate (15)
100 pounds
Difficult (20)
150 pounds
Very Difficult (25)
200 pounds
Heroic (30)
Increase Difficulty by 5 for each additional 50 pounds

Stamina
Time of Use: 1 round.  Generally not considered an action.
Specializations:  Particular forms of exercise (Climbing, Running, Swimming, etc.) or duress (Exhaustion, Drugs, Torture, etc.).
Difficulty:  Variable.  Generally, Easy for an initial Attempt.  For each additional check after the first, for the same activity, the GM may add 5 to the Difficulty unless the player has stopped to rest.
    Characters must make Stamina checks when they exert themselves physically and begin to push the limits of their energy.  The GM may decide when rolls are appropriate.  For example, if a character is chasing a thief through sewer tunnel, he will make a Running roll.  If the chase continues for a long time, the GM will ask the character to make an Stamina roll.  If he fails, he will have to stop running to catch his breath.  The difficulty of the rolls should increase with the time of the physical exertion.

Swimming
Time of Use: 1 action.
Specializations:  None.
Difficulty: Easy.  Increases with water conditions and character's burdens (weight, another person, etc.).
    When you know how to swim, you generally won't drown.  This is a good thing.

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TECHNICAL

Armor Repair
Time of Use: Generally several minutes or hours, depending on the extent of damage and complexity of the armor).
Specializations: Particular kinds of armor, probably best characterized by time period ("Medieval", "Modern", "Post-Modern" for power-armor, etc.)..
Difficulty:  Easy for simple fixes to Very Difficult for rebuilds of power armor.
     This character is very familiar with various forms of personal protection and armor and can fix or build such items with precision and speed.

Computer Operations
Time of Use: 1 round to several hours depending on the action attempted.
Specializations:  Particular actions:  Matrix Hacking (using the complex computers and programs necessary to break into the Matrix's code), Code hacking (use programs to break into "modern" computers), Decryption, etc.
Difficulty:  Easy for accessing basic information and running programs.  Increased for complex actions like Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending on the strength of the cipher).
    Computer Ops represents an overall ability to use and manipulate computers.  The character can access files, load programs, and manipulate computers to get a wide variety of information (whether through the Matrix or, once within the Matrix, the "internet").
    Real World computers are much more complex than those used by characters when they are actually inside the Matrix.  Thus, a Resuscitated character may suffer penalties when using Real World computers (at least for a while).  This skill may also be used to diagnosis problems or propose improvements, though the actual work requires Computer Repair.  Finally, while Computer Operations gives the character the ability to use computers well, the skill does not reflect any ability to actually create programs (see Computer Programming below).

Computer Programming
Time of Use: 1 round to several hours depending on the action attempted.
Specializations:  Particular program languages: Matrix Code, HTML, C, Java, .
Difficulty:  See below:

Difficulty
Difficulty
Very Easy (5) to Easy (10). Writing a basic program for a "primitive" operating system (such as Windows within the Matrix).
Easy (10)-Moderate (15) Writing a trace program for the Matrix; complex data access and management; simple Matrix objects (a knife, etc.).
Difficult (20) Basic autonomous software agents (rudimentary AI) (e.g., "the Lady in Red").  Code-objects with complex effects on the Matrix (a "red pill", a piece of cake that creates sexual ecstasy).
Very Difficult (25+) Complex, autonomous programs.  "Null Zones" ("Code Pockets") within the Matrix.  New objects for the Matrix (i.e., something that has never existed before).

    Computer Programing represents the skills necessary to create new code that can be used on any computer system.  The code must conform to the language that the system will understand.  Thus, a programmer who hopes to manipulate computer systems within the Matrix, say those that are running the UNIX operating system, must be familiar with the programming languages understood by that OS.  Likewise, a programmer must understand Matrix Code in order to create programs that will run within the Matrix system itself.
    Zion hackers generally have a large library of pre-fabricated programs for use during a Matrix run.  Thus, an operator need not create a program for the common firearms, armor, or explosives used by Matrix runners, he simply needs to locate the program file in his computer and upload it to the Construct (this requires a Computer Operations check).
    Programs may be copied from the Matrix for later use.  For example, if a Matrix runner is holding a particular weapon when she exits the Matrix (via a hardline), the routine that governs the behavior of that weapon in the Matrix will be copied to the hovership's computers and can be accessed again at a later time.
    It is possible to create autonomous software programs within the Matrix.  These can be made to resemble human beings (though they may also take other forms).  Most autonomous programs are very basic and have an extremely limited AI.  These AI tend to adhere very strictly to very particular rules and guidelines and will not deviate from their command code.  The most basic of these programs are rarely encountered by "normal" humans, but when they are, they come across as very strict bureaucrats.  However, some autonomous programs have wider behavioral parameters and are able to learn and develop unique behaviors.  The Agents are one such type.  It is possible for a Matrix coder to create such autonomous programs and let them loose in the Matrix.  However, most "deviant" programs either delete themselves or are hunted and deleted by the system.
    It is extremely unlikely that a human coder could create a program as autonomous and intelligent as an Agent or some of the other high-level programs existing within the Matrix.  Some of those programs, such as the Architect and the Oracle, were created early on in the Matrix's existence to facilitate the construction of a system that would be acceptable to most of the humans plugged into it.  Other autonomous programs, such as the Keymaker, Seraph, Persephone, or the nefarious Twins, are highly intelligent and extremely autonomous, often with their own motivations, strategies and even emotions.  However, it is conceivable that an extremely talented coder could create a program that was sufficiently adaptable to learn and "grow" to the level of these programs.

Computer Repair
Time of Use: Several minutes to hours.
Difficulty:  Easy  for basic repairs and upgrades (swapping RAM, adding a new drive).  Increase Difficulty for complex diagnosis or the complexity of the machine (Matrix computers are much more complex than those used in the world created by the Matrix ("modern" computers like IBM's and Macs)).
    With this skill the character may attempt all forms of repairs, upgrades, and even construction of new computers. It works in both the Real World and the Matrix, though characters who have been resuscitated often must study and learn how the Real World computers work before being able to repair them efficiently.  Characters with Electronics may attempt to fix some parts of computers (replacing a power source, for example), but will lack the understanding of how a computer works and will not be able to repair extensive or complicated damage.

Craftsmanship [Carpentry, Masonry, Ceramics, Sewing, etc.]
Time of Use:  1 round to several hours, to several days to finish a project.
Specializations:  Particular areas within the area of craftsmanship.  For example, a character may choose Carpentry: Furniture making.
    When a player choose Craftsmanship for a character, he should also choose a particular category.  The character is considered unskilled in all other areas of that category.  Such skills are extremely useful in the Real World and characters may often barter their abilities or skills for goods and services.

Cybernetics (A)
Prerequisites:  Electronics 3D, Medicine 3D, (to implant or remove cybernetics).
Special:  A character with cybernetic implants can take this skill as a regular (non-advanced) skill to work on his implants only.  This represents a basic understanding of the equipment that has been put into the character's body (to do basic repairs and upkeep).  The character does not need to meet any prerequisites (except to have at least one implant).
Time of Use:  1 round to several hours or days.  GM's discretion.
Difficulty:  Easy to perform basic repairs and diagnostics.  Moderate to perform modest upgrades or to repair lightly damage systems.  Difficult to repair heavily damage systems (1/4-1/2 structural points).  Very difficult to repair trashed systems (0 structural points) or to come up with novel cybernetics.
     Cybernetics includes the development, maintenance and upgrading of cybernetic systems, including how they can be integrated into the body.  When operating on a cyborg to repair or implant cybernetic systems, the surgeon must make an appropriate Cybernetics and a Medicine: Surgery roll.  Matrix Hackers typically know how to care for their cybernetic implants (cleaning and diagnostics) but cannot perform complex actions like removal or upgrades.

Demolitions
Time of Use: 1 round to several minutes.
Specializations:  Particular explosives.
Difficulty:  Moderate or higher (generally).
    A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually better to attempt to disarm a bomb than just let it sit and go off by itself! This skill may also be used to make explosives and heavy weapon shells (E.g., Zee prepared rocket shells in Matrix: Revolutions).

Electronics
Time of Use: 1 round
Difficulty:  Varies greatly.  Usually Moderate (15).
Specializations:  Various electronic devices:  optics; EMP generators; hovership systems; building communication devices, etc.
     Electronics represents a comprehensive knowledge of "things with wires."  Got it?

First Aid
Time of Use: 1 round for each Wound Level suffered by patient (it is more difficulty to help people who are more hurt).
Difficulty:  Varies greatly.  See Actions & Combat:  Healing (First Aid).
Specializations:  Tending to various kinds of injuries:  bullet wounds; broken bones; poisoning, etc.
     First Aid training gives a character the knowledge to tend to injuries and minor illnesses (such as nausea and headaches).  The character will be familiar with using basic medical supplies, such as bandages and antiseptic, but will not be able to perform surgery or other complex procedures.

Mechanics
Time of Use: 1 round for simple attempts.  Often will take several minutes or hours for most repairs. Larger projects will take days.
Specializations:  particular machines (Passenger vehicles, hoverships, aircraft, etc.).
Difficulty:  Depends on the action attempted and the condition of the unit worked on. Default is Moderate (15).
     Mechanics is somewhat of a catch-all skill for the physical repairs of mechanical units.  It usually applies to the actual, moving parts and their engines.  Electronics is to be used for "wired" systems.

Medicine (A)
Time of Use:  1 round to several hours or days.
Prerequisites:  Sciences 4D, First Aid 5D, Education 4D
Specializations:  Particular areas: cardiology, optomology, cybernetics, etc.
Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to perform advanced aid (patient is Mortally Wounded).  15 to perform light surgery.  20 for basic surgery.  25 for invasive surgery  or to diagnosis a rare disorder.  30 for experimental or novel work.
Special:  Though Medicine is under Knowledge, when the skill is taken, it is at 1D (not the character's Knowledge skill). At 1D will be considered a medic or med student.  At 2D, a registered Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, the doctor will have a good reputation in the field, perhaps even be world renowned.  Penalties may accrue when working in substandard conditions.
     Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, to experimentation and development.  When a character uses the Medicine skill to perform first aid and basic field/emergency procedures (including light surgery), it is added to the character's First Aid skill.  Furthermore, it may be added to Physical Sciences rolls when performing biological experiments.  Finally, it may be added to research skills when doing a medical research in libraries or with a computer.
          GM's may permit characters to take certain specializations in Medicine without having to meet the prerequisite requirements.  Thus, it may be useful for a Hovership crewman to have Medicine: Cybernetics in order to treat newly Resuscitated individuals even if the character lacks the educational background to perform a wider range of procedures.

Program Robot
Time of Use:  One to several rounds.
Specializations:   Particular models of robots, such as Servants, Nurses, and Sentinels.
Difficulty:  Moderate.
    Robotic Programming allows the skilled user to write behavioral routines and implant commands into a robot's neural net.  This skill is mainly restricted to use in the Real World.

Repair Robot
Time of Use:  One to several rounds.
Specializations:  Particular models of robots, such as Servants, Nurses, and Sentinels.
Difficulty:  Moderate or higher, depending on the complexity of the robots.
    Repair Robot covers the ability to repair and rebuild robots.  This skill is mainly restricted to use in the Real World though such knowledge can be used in the Matrix.  While characters with the Electronics skills may try to fix some component parts of a robot, they will generally not understanding how the whole device works as a whole and will work less efficiently and with less success.

Salvage
Time of Use:  Usually several rounds, depending on the nature of the salvage.
Specializations:  Particular groups of items, such as computers, hovercraft parts, weapons etc.
    Characters use the Salvage skill when attempting to scrounge useful items from what others would consider to be trash.  This skill can be used both in and out of the Matrix.  In fact, it is vital to the continuing survival of Zion that resourceful humans salvage technology from the Machines and mankind's past.   The Difficulty depends on the nature of the salvage and whether the scrounger has the proper tools.

Security
Time of Use: 1 round to several minutes.
Specializations:  Particular security systems.
Difficulty:  Easy or higher, depending on the complexity of the security system involved.
    Security represents a character's familiarity with physical security systems (alarms, motion detectors, retinal scanners, cameras, etc.).  The character may design such system or enact counter-measures to them.  This does not include computer security systems however (passwords, encryption, etc.);  for that, the character must employ the Computer Ops skill.

Weapons Repair
Time of Use:  Generally, several minutes to hours.
Specializations:  Particular weapon groups:  firearms; heavy weapons; vehicle-mounted weapons, etc.
Difficulty:  Easy.  May be increased depending on the complexity of the weapon system and the amount of damage done.
    Generally, this represents the ability to diagnosis a problem with a weapon and fix it.  It also may be used to upgrade or even build new weapons.

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