D6
Legend
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 West End Games rulebooks).
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 either
the character's attack or Dodge (but not Parry) attempts. The Acrobatics roll does not count as
an action if successful. If
it fails, it counts
as 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. If she fails, it counts 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: Easy (2)
Brawling covers basic hand-to-hand
combat.
It is less graceful than Martial Arts, but can be equally
effective.
A character trained in Brawling begins
with a 2D for his Base Damage Value.
For every 3 levels in Brawling,
his BDV increases by 1 die. Thus
a character with 3D in Brawling will
have a BDV of 3D.
Note: Brawling and Martial
Arts is handled different in this D6 Legend game than it is in the DC
Universe.
As always, GM's and players should go with whichever system they think
is best.
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
and has 4 successes, enemies will
need at least 4 successes 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 action. Many guns can only be
fired
a limited number of times per 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: Grenade
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: Moderate for landing a simple
blow.
Difficulty increases for 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. At character creation, the character
receives
one special maneuver for each die they place in the skill.
When the character advances with experience, each special move costs an
additional 8 CP's (a character can buy as many as he would like).
Example:
Rom
has a Dexterity of 3D and at character
creation adds an additional die into Martial Arts (giving him a total
of
4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes,
and Power Block. Later, he increases the Martial Arts skill
from 4D to 5D (costing 12 CP's) and decides to purchase Spinning
Kick for an additional 8 CP's.
The Base
Damage
Value for a character with Martial
Arts
is 2D. For every 3 levels the character has in Martial Arts, he receives
an additional 1 die to his BDV (thus a character with 3D will have a
BDV
of 3D).
Note:
Brawling and Martial Arts
is handled different in this D6 Legend game than it is in the DC
Universe.
As always, GM's and players should go with whichever system they think
is best.
SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.
- Disarm (D): if the character's attack is
successful and not
parried
or dodged, the target is disarmed.
- Elbow Smash (D)): 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 (VD): If successful, attacker does an
additional
+2D
+ 2 points of 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 (E): 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 to be free.
- 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 (D): 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 (D): If successfully landed, this
attack stuns
the
target for one round.
- Multiple Strikes (D): 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 Power Block stops an
unarmed
attack
and inflicts BDV-1 damage to the attacker.
- 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 BDV +1D damage
without
making a sound.
- Spinning/Power 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.
Difficulty: Depends on range.
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.
RETURN
TO MAIN PAGE.
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 appropriate
Education
Time of Use: 1 round to several hours.
Specializations: Particular areas of study.
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).
|
Comparative Education Level
|
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: For
example, 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.
Another time, 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, 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.
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.
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.
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. 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.
RETURN
TO MAIN PAGE.
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.
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 used to defend
Zion.
Standing over twenty feet tall and armed with heavy gatling guns, these
exoskeletons provide a last line of defense against Machine
invaders.
While the exoskeletons are rarely used in assaults, 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.
RETURN
TO MAIN PAGE.
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 the markets of
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 Successes >
Loser's Success
|
Price Multiplier
|
|
1
|
x 1.5
|
|
2
|
x 1.75
|
|
3
|
x 2
|
|
4
|
x 3
|
|
5
|
x 4
|
|
6
|
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. |
| Heroic |
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 |
+ 1 |
| Emotions or thoughts that the target is
in
denial about |
+2 |
| Emotions or thoughts that the target
doesn't
even know
he's having (secretly in love with someone, etc.) |
+3 |
| Attempting to use this skill in a
single round |
+3 |
| Spending 3 rounds to use this skill. |
+2 |
| Spending 5 rounds using this skill. |
+1 |
| Spending a full minute using this skill. |
+0 |
| Interviewing target (asking personal
questions). |
-3 |
| Observing the target closely for more
than
one hour. |
-2 |
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.
RETURN
TO MAIN PAGE.
STRENGTH
Brawling
Time Taken: One action.
Specializations: none.
Difficulty: Easy (2).
Brawling covers
basic hand-to-hand combat.
It is less graceful than Martial Arts,
but can be equally effective.
A character trained in Brawling begins
with a 2D for his Base Damage Value.
For every 3 levels in Brawling,
his BDV increases by 1 die. Thus
a character with 3D in Brawling will
have a BDV of 3D.
Note: Brawling and
Martial
Arts is handled different in this D6 Legend game than it is in the DC
Universe.
As always, GM's and players should go with whichever system they think
is best.
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: A die result of 3 or higher is a
Success.
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. 9 Successes are about the
maximum
that an Olympic jumper could get (assuming they 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
successes on nearly all the dice. After 9 successes, 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 9 successes 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!
|
# Success
|
Approximate Distance Covered
|
|
1
|
Horizontal: about 1 foot.
Vertical: about 1 foot. |
|
2
|
Horizontal: about 2.5 feet.
Vertical: about 3 feet. |
|
3
|
Horizontal: about 4 feet.
Vertical: about 4 feet. |
|
4
|
Horizontal: about 6 feet.
Vertical: about 5.5 feet. |
|
5
|
Horizontal: about 10 feet
Vertical: about 6 feet |
|
6
|
Horizontal: about 15 feet.
Vertical: about 7 feet |
|
7
|
Horizontal: about 20 feet.
Vertical: about 8 feet |
|
8
|
Horizontal: about 25 feet.
Vertical: about 10 feet. |
|
9
|
Horizontal: about 30 feet (this is about the
current
world record).
Vertical: about 12 feet. |
|
10
|
Horizontal: about 40 feet.
Vertical: about 15 feet. |
| Beyond 10 Successes, 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. |
|
|
11
|
Horizontal: about 75 feet
Vertical: about 35 feet. |
|
12
|
Horizontal: about 100 feet.
Vertical: about 50 feet. |
|
13
|
Horizontal: about 125 feet.
Vertical: about 75 feet. |
| For each additional success, 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 (1)
|
|
50 pounds
|
Easy (2)
|
|
75 pounds
|
Moderate (3)
|
|
100 pounds
|
Difficult (4)
|
|
150 pounds
|
Very Difficult (5)
|
|
200 pounds
|
Heroic (6)
|
|
Increase Difficulty by 1 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.
RETURN
TO MAIN PAGE.
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 (1) to Easy (2). |
Writing a basic program for a "primitive" operating
system
(such as
Windows within the Matrix). |
| Easy (2)-Moderate (3) |
Writing a trace program for the Matrix; complex data
access
and management;
simple Matrix objects (a knife, etc.). |
| Difficult (4) |
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 (5+) |
Complex, autonomous programs. Wholly 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 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;
shield generators; starship systems; building systems; 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,
surgery,
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. Penalties may accrue when working in substandard
conditions.
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.
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: Easy to Moderate depending on the complexity
of
the robot and the damage done.
Repair Robot covers the ability to
repair
and rebuild robots. This skill is mainly restricted to use in the
Real World. The difficulty depends upon the extent of
damage
to the robot. 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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|