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Welcome!
This is a version of the role-playing game based on the world of the
movie The Matrix available at TheMatrixFreeRPG.tripod.com.
TheMatrixFreeRPG.tripod.com
There are two versions available on that site: The first, The Matrix
RPG D6 Classic, is a direct adaptation of the Star Wars Second
Edition Revised and Expanded Rules (now out of print) published by West End
Games. The second, The Matrix D6 Legend, is a success-based system founded on
the rules laid out in West End Games' DC Universe. I highly recommend that you pick
up the original rule books for these games. They will fill in a number of gaps in this
page (and are fun to play to boot).
Most of the images at the site and in this document are from the The Matrix website
(they have a whole section of comics based on the movie) and fan sites. The official
site is pretty nifty, so you should check it out. There are a large number of Matrix
fansites, some of which are listed in my Links section at the website..
Also, this is a free RPG and I'm not trying to make any money on it (so don't sue me!).
I just had an idea and few hours to kill and cobbled the thing together. Note too that
the images used here are fairly low resolution, so they will not be press quality if you
try to print them.
Finally, I put this file together because many people were asking for a downloadable
version of the website. However, I do not have time to make on the internal links
work within this file (they were just copied from the HTML pages). So, I apologize if
they do not all work, but I'd be perfectly willing to post a new version if someone
wants to fix them (with due credit of course!).
Characters 5
II. Characters:
A) Templates
B) Details
C) Choosing Skills
D) Resuscitated Characters
E) Advancement C) Computers
D) Robots
III. Attributes and Skills: 17 E) Miscellaneous Gear
A) Dexterity F) Vehicles
B) Knowledge
C) Mechanical VI. The Machines : 45
D) Perception A) The Mechanized World
E) Strength Leviathan: The Global Neural Net
F) Technical Nodes: Local Neural Nets
G) Neurals Powerplants/Farms
H) Matrix Abilities Nurseries
I) Flash Skills Robot Factories
Space Stations and Satellites
Combat 28
IV. Actions & Combat: B) The Matrix
A) Actions The (un)Reality
B) Ranged Combat Changes in the Matrix
C) Scale Access
D) Combat Modifiers Agents
E) Melee Combat Human Allies
F) Healing Human Agents
V. Equipment : 38
A) Firearms
B) Armor
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GAME MECHANICS
The Dice number at 1 Success. The
The system requires players to roll six- player rolls 3 dice and gets a 2,
sided dice (D6), which represent a 3, and 5, resulting in two
character's attributes and skills. When Successes. Rom traverses the
appropriate, the Game Master will tell ledge with ease.
a player to roll a number of dice equal
to either the attribute or skill being The Wild Die
used. The player rolls the appropriate Each player should designate one of
number of dice, counts the number of his or her dice to be the Wild Die (it is
Successes and tells the GM the result. helpful if it's a different color or
shape).
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Difficulty
Difficulty Description
Numbers
Anyone with slight skill should be able to do
Very Easy 1 this most of the time. Example : Driving a car
in moderate traffic.
Most characters should be able to do this
Easy 2 most of the time, though there is still a
change for failure. Example : Driving a car in
moderate traffic during a rainstorm.
Requires a fair amount of skill and/or effort.
Most unskilled characters will fail such an
Moderate 3 attempt. Example : Avoiding jaywalkers who
suddenly step in front of your car during a
high-speed chase.
Only highly skilled characters succeed at
Difficult 4 these with any regularity. Example : Driving
through an intersection full of speeding cross
traffic.
Even pros have a hard time pulling these
attempts off. Example : Steering your car into
Very Difficult 5
oncoming traffic and avoiding collisions while
at high speeds.
Only the luckiest and most skilled are
successful. Example : Jumping from a
Extremely Diffiult 6
rooftop into a small window across the alley
(like Trinity from the movie).
You'd better be skilled and lucky. Example:
Holding onto a cable strapped to a
Heroic 7
plummeting helicopter as it pulls you off of a
rooftop. Example : As Neo did in the movie.
A character can only achieve this with some
skill in the Matrix. Example : Jumping from
Unearthly 8
one building to another (as Morpheus did in
the Construct in the movie).
A character must have advanced skill in the
Matrix in order to even think of attempting
Legendary 9
such an action.
Example Stopping bullets in mid-air.
Example:
Only those who have mastered the Matrix
Impossible 10 may attempt these tests. Example : Decoding
an Agent.
Character Points
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II. CHARACTERS
TEMPLATES
In order to play The Matrix RPG, you'll need a character. The
first thing you need to decide is whether your character was
Resuscitated from the Matrix or if they are Freeborn. Only
Resuscitated characters have the cybernetic implants to
jack back into the Matrix.
You can select one from the listed at the end of the chapter,
or create your own.
Resuscitated Hacker
Resuscitated Bodyguard
Resuscitated Seer
Freeborn Operator
Freeborn Hovercraft Crewman
Freeborn Soldier
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Example:
Example Rom has Firearms at number of skills equal to their
4D. He decides to take the Knowledge dice each time they are in
specialization Firearms: the Matrix. These skills must be
Submachine Gun to advance to Specializations. Thus, if a charcter
5D at a cost of 6 CP rather than needs to know how to pilot a
12 CP. Anytime he fires a helicopter, the operator will upload
submachine gun, he gets to roll Pilot: Aircraft: Helicopter. It takes a
5D, but all other firearms are number of rounds equal to the skill
used at 4D. level for it to be uploaded.
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Example 1:
1 Rom has Firearms Neurals cost 5 x their current dice
at 6D and wants to increase it value. If a character with 0D in a
to 7D. To do so, he must spend Neural Ability wishes to learn one, he
must pay 15 CP.
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Resuscitated Hacker
DEXTERITY: 3D PERCEPTION:
PERCEPTION: 3D
Firearms: 4D Search: 4D
Martial Arts: 4D Sneak: 4D
Dodge: 4D Con:
Grenade: Gambling:
Melee: Bargaining:
Acrobatics:
KNOWLEDGE: 3D STRENGTH: 3D
Streetwise: Brawling:
Value: Climbing:
Willpower: Stamina:
MECHANICAL: 3D TECHNICAL: 3D
Pilot Hovercraft: Computer Operation/Programming: 4D
Drive: Computer Repair: 4D
Mounted Artillery: First Aid:
Repair Hovercraft:
Repair Ground Vehicle:
QUICKNESS: 1D AWARENESS: 0D
ENDURANCE:
CHI: 1 CHARACTER POINTS: 5
BACKGROUND:
You were living your life more or less
EQUIPMENT: happily until you became aware that all
was not what it seemed. Over time, you
began to question the very nature of reality
itself. It became an obsession for you.
When you finally began to realize the truth,
the Agents came for you. Luckily, the
Resistance found you first and liberated
you.
Now you plug yourself back into the world
in which you once toiled. Only this time,
you're aiming to destroy the façade and
free the minds that remain enslaved.
Examples of Ressie Hackers: Morpheus, Trinity and (of course) Neo.
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Resuscitated Bodyguard
DEXTERITY: 4D PERCEPTION: 4D
Firearms: 5D Search: 4D
Martial Arts: 5D Sneak: 4D
Dodge: 5D Con:
Melee: 5D Intimidation:
Acrobatics: 5D Bargaining:
Grenade:
Throwing:
Running:
KNOWLEDGE: 2D STRENGTH: 4D
Streetwise: Brawling:
Interogation: Climbing:
Willpower: Stamina:
MECHANICAL: 2D TECHNICAL: 2D
Pilot Hovercraft: First Aid:
Drive: Repair Small Arms:
Mounted Artillery: Demolitions:
QUICKNESS: AWARENESS: 0D
ENDURANCE: 1D
CHI: 1 CHARACTER POINTS: 5
EQUIPMENT: BACKGROUND:
You've always been pretty tough, even back in the old
days when you were nothing but a Coppertop for the
machines. Now, as you become more adept at freeing
your mind, you are realizing that the only thing limiting
your physical abilities is your own self-doubt.
You're not much for the technical aspects of hacking
the Matrix, and you can't say you even really understand
what all of it mean. What you do know is that once you're
back inside, you're tougher than you ever imagined back
in the old says.
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Resuscitated Seer
DEXTERITY: 3D PERCEPTION: 4D
Firearms: 4D Search: 5D
Martial Arts: 4D Sneak: 5D
Dodge: 4D Profile: 5D
Running: Investigation:
Melee: Persuasion:
Acrobatics: Hide:
KNOWLEDGE: 3D
STRENGTH: 3D
Willpower: 4D
Brawling:
Scholarship:
Climbing:
Matrix Orientation::
Stamina:
Philosophy:
MECHANICAL: 3D TECHNICAL: 3D
Pilot Hovercraft: Computer Operation/Programming:
Drive: Computer Repair:
Mounted Artillery: First Aid:
QUICKNESS: AWARENESS: 1D
ENDURANCE:
CHI: 1 CHARACTER POINTS: 5
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Freeborn Operator
DEXTERITY: 3D PERCEPTION: 3D
Firearms: Search: 4D
Melee: Research: 4D
Dodge: Con:
Bargaining:
Command:
KNOWLEDGE: 3D STRENGTH: 2D
Languages: Matrix Code: Brawling:
5D Climbing:
Matrix Orientation: 4D Stamina:
Tactics:
Survival:
Streetwise:
MECHANICAL: 3D TECHNICAL: 4D
Pilot Hovercraft: 4D Computer
Sensors: 4D Operation/Programming:
Communications: 4D 5D
Mounted Artillery: Computer Repair: 5D
Drive: Repair Hovercraft: 5D
Pilot Tank: Repair EMP Devices: 5D
Salvage: 5D
Security:
First Aid:
Cybernetics:
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Hovership Crewman
DEXTERITY: 2D PERCEPTION: 3D
Firearms: 3D Search: 4D
Dodge: 3D Sneak:
Grenade: Bargaining:
Running: Gambling:
KNOWLEDGE: 2D STRENGTH: 3D
Geography: 3D Brawling:
Streetwise: Climbing:
Languages: Stamina:
Willpower:
MECHANICAL: 4D TECHNICAL: 4D
Pilot Hovercraft: 5D Repair Hovercraft: 5D
Sensors: 5D Computer
Communications: 5D Operation/Programming: 5D
Mounted Artillery: Computer Repair: 5D
Navitation: Repair Communications: 5D
Drive: First Aid:
Robotics:
Security:
EQUIPMENT: BACKGROUND:
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Freeborn Soldier
DEXTERITY: 4D
Firearms: 5D PERCEPTION: 3D
Martial Arts: 5D Search: 4D
Dodge: 5D Sneak: 4D
Running:5D Con:
Grenade: Gambling:
Melee: Bargaining:
Acrobatics:
KNOWLEDGE: 2D
Tactics: 4D STRENGTH: 4D
Survival: 4D Swimming:
Willpower: Climbing:
Intimidation: Stamina:
Geography:
MECHANICAL: 2D TECHNICAL: 3D
Pilot Hovercraft: Security: 4D
Tank: First Aid: 4D
Mounted Artillery: Demolitions: 4D
Repair Hovercraft:
Repair Small Arms:
Repair Armor:
EQUIPMENT: BACKGROUND:
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III.
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
Neurals
Matrix Skills
Flash Skills
DEXTERITY
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:
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KNOWLEDGE
Bureaucracy who is accessing the Matrix (either an
Operator or a Runner) to know what
Business part of the physical machinery they are
linking into. Furthermore, it allows
Cultures them to trace where someone else is
accessing the Matrix as well. To use
this skill, the character must
Geography concentrate on the target for 1d6
rounds.
Intimidation
Example: For example, Rom is
Languages suverveilling a possible
candidate for Resuscitation
Law Enforcement 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.
Philosophy
Matrix Orientation
Time Taken: 1d6 rounds Scholar
Specializations:
Matrix Orientation allows someone Science
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Streetwise Value
Survival Willpower
Tactics
Tactics
MECHANICAL
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
Pilot Aircraft
Aircraft Weaponry
Time of Use: One round. Pilot Hovercraft
Time of Use:
Specializations: Weapons on a
One round.
particular aircraft type: airplane,
Specializations:
helicopter, hovercraft etc.
Particular kinds
Aircraft Weaponry covers all
of hovercraft, such as Hovertrucks,
weapons that are mounted on flying
vehicles, including hovercraft. Hovertanks, and Hoverships.
Pilot Hovercraft permits the use to
Communications control any vehicle that relies on
repulsor-lift technology as a means of
propulsion.
Drive Automobile
Pilot Tank
Drive Motorcycle
Ride horse
Mounted Artillery
Time of use: One round. Sensors
Specializations: Certain weapon types
such as: Gating gun, 20 mm Cannon,
Missile Launcher, etc.
PERCEPTION
Bargain Command
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STRENGTH
Brawling Jumping
Climbing Lifting
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Stamina Swimming
TECHNICAL
Armor repair Repair Robot
Robot
Time of Use: One to several rounds.
Computer Specializations: Particular models of
Operation/Programming robots, such as Servants, Nurses, and
Sentinels.
Computer Repair Repair Robot covers the ability to
repair and rebuild robots. This skill is
mainly restricted to use in the Real
Cybernetics World. The difficulty depends upon
the extent of damage to the robot.
Demolitions
Salvage
First Aid Time of Use: Usually several rounds,
depending on the nature of the
Heavy weapons repair salvage.
Specializations: Particular groups of
Medicine (A) items, such as computers, hovercraft
parts, weapons etc.
Program Robot Characters use the Salvage skill
Time of Use: One to several rounds. when attempting to scrounge useful
Specializations: Particular models of items from what others would consider
robots, such as Servants, Nurses, and to be trash. This skill can be used both
Sentinels. in and out of the Matrix. In fact, it is
Robotic Programming allows the vital to the continuing survival of Zion
skilled user to write behavioral that resourceful humans salvage
routines and implant commands into a technology from the Machines and
robot's neural net. This skill is mainly mankind's past. The Difficulty
restricted to use in the Real World. depends on the nature of the salvage
and whether the scrounger has the
Repair Ground Vehicle proper tools.
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NEURALS
When in the Matrix, a character has
the ability to exceed the limits of his or Awareness: this score is added
her physical body. With the proper to the character's Perception
training and strength of will, an while in the Matrix. It augments
individual will learn that the only limits any Perception skills and
that exist in the Matrix are those abilities as well.
placed on oneself by the mind.
There are three main neural Endurance add these dice to
Endurance:
attributes that control an individual's the character's Strength dice
ability to supersede the "physical" whenever a Strength roll is
limits. made in the Matrix. Also, these
Quickness: this score is added dice may be added to any roll
to the Dexterity of the character demanding physical or mental
while they are in the Matrix. All endurance, such as Willpower
skills are increased by this and Intimidation.
amount.
Character begin with 1 die to assign
to one Neural.
MATRIX ABILITIES
These are special skills or abilities a -1D penalty (to both the
that a character may only attempt Concentration roll and the next
while in the Matrix. In general, they action). If the character Concentrates
deal with denying the physical laws of one round and then acts the next,
the Matrix. there is no penalty. If the character is
Characters do not begin with any distracted (wounded, etc.) before the
Matrix skills. They may be purchased action can be taken, she loses the
as the character becomes more bonus from the Concentration roll.
experienced. See Advancement
above. Augment Physical Attribute
[Exactly as the Force power of the
Concentration same name in Star Wars].
Difficulty: Easy.
Prerequisites: None. Magnify Senses
Effect: Concentration represents a Difficulty: Easy.
character's ability to focus her Prerequisites: None.
energies on a single action. With a Time to Use: One round to active. This
successful test of this skill, the power may be "kept up" for 1d6
character can add 4D to any their next rounds plus a number of round equal
action. Use of this skill counts as an to the skill check - 10.
action. Thus, if the action is Effect: This skill permits the user to
undertaken in the same round, there is
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Map
Difficulty: Easy.
Prerequisites: None. Dice
Time to Use: One round. This ability Effect
Result
may be "kept up". 2 additional actions and add
Effect: Map allows the character to 10 10 to the character's base
keep a very precise mental map of the movement rate for this round.
Matrix in her memory for ready use.
This may be extremely helpful when 3 additional actions and add
15
attempting to escape or evade Agents 20 to movement.
and to find necessary areas in the 5 additional actions and add
program. It essentially works like a 20
30 to movement.
well defined street map of the area in 6 additional actions and add
which the Jumper is active. It also lays 25
40 to movement.
out electrical lines, sewers, building
blueprints, and, perhaps most Prerequisites: None.
important, telephone hardlines which Time to Use: One round.
allow access to and from the Matrix. Effect: Speed augments a character's
quickness to unnatural levels. With it,
the character can either increase his
Speed
movement rate (by ten for each
Difficulty: See below:
difficulty
FLASH SKILLS
With modern technology, it is possible Knowledge dice each time they are in
to upload the information necessary to the Matrix. These skills must be
carry out certain task directly into Specializations. Thus, if a character
someone's brain. However, this needs to know how to pilot a
information is very specific and helicopter, the operator will upload
remains in the person's memory while Pilot: Aircraft: Helicopter. It takes a
they are in the Matrix. number of rounds equal to the skill
Characters may temporarily learn a level for it to be uploaded.
number of skills equal to their
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this round. Suddenly, someone that all she will do this round it
shoots at him and he attempts Dodge. She rolls her full 4D for
to Dodge. His Dodge skill is Dodge gets 3 Successes. The
normally 5D, but since he has shooter must now roll higher
already acted, it is now 3D (-1D than 3 (standard difficulty) + 3=
for having already acted and - 6 in order to hit her!
1D for being a Reaction Skill).
The shooter's base difficulty
was 2. Rom rolls 3 dice and Applying Reactions to the Entire
gets only 1 Success. The Round
shooter only needs a 1 or Dodge rolls apply to all ranged attacks
better to hit Rom. in a round. Thus a character need only
Dodge once to attempt to avoid
Full Reactions attackers using guns, thrown weapons
If the character decides that the only or grenades.
action she will take in a round is to
react, then her Reaction skill roll is Parry rolls must be made for every
attempted with full dice and the result attack! Thus, in close combat, if a
is added to the attacker's difficulty. character is punched four times, he
must either attempt four parries using
Example: Myriad knows his Brawling or Martial Arts skill or be
someone is shooting at her take the damage!
from a rooftop. She decides
RANGED COMBAT
Ranged combat difficulty targets: when shooting at each target beyond the
first.
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SCALE
Scale represents the differences • Attacker adds the scale modifier to
between small targets (such as its attack roll
Characters) and large, fortified o The target, if hit, adds the
structures (such as aircraft carriers scale modifier to its
and buildings). When targets of the Strength (or Body/Hull) roll.
same size are shooting at each other,
ignore scale modifiers. When targets Higher scale attacking lower scale
are of different scales, add the Dice
modifier (presented below) to the rolls • Higher scale rolls as normal, but
as follows: the lower scale target adds the
dice modifier to any
Lower scale attacking larger scale Dodge/Evasion roll.
• If successful, the higher scale adds
the dice modifier to damage roll
COMBAT MODIFIERS
A number of factors can affect a increases the number of successes
character's chances to succeed in required in order for an action to
combat. Smoke may obstruct a target, succeed.
oil on the floor may make dodging
more difficult, etc. Following are a Die Reductions:
number of modifiers Game Masters
may choose to apply in the game. • Drawing Weapons: Drawing a
There are two types of modifiers: Die weapon counts as an action in
Reductions and Difficulty Modifiers. a round (all other actions are at
The first results in a loss from the -1D this round).
character's dice pool when he rolls any • Reloading Weapons: The time
Attribute or Skill tests. The second required to reload a weapon
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MELEE COMBAT
Hand-
Hand-to-
to-Hand Combat Bonus+the Effect Value (the number of
successes beyond those needed for a
Striking: successful hit).
Brawling: The standard difficulty to hit
with Brawling roll is Easy (2). Damage Example: Rom is in a fight. He
is equal to the character's Base has 3D in Brawling and takes a
Damage Value + his Strength/Lifting swing, getting a 4,5,4 for 3
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Damage
When an attacker successfully hits his The targeted character then rolls his
target, he rolls the appropriate number Strength dice and adds any armor
of dice to designate damage (see the value, if armor is worn. If the target's
weapons list in the Equipment strength roll is greater than the
section). Ranged weapons do a set attacker's roll, the she had resisted the
amount (e.g. a Heavy Pistol does 5Dx3 damage. If not, consult the table
damage). Melee weapons do a Base below for results:
Value Damage (depending on the
weapon) + the wielding character's
Strength/Lighting Bonus.
Seriously
1/4-1/2 Falls prone and is in pain. -2D to all actions.
Wounded
Armor
Characters may choose to wear Armor Example: Rom is wearing
to provide them with some protection leather clothing, which provides
against damage. The Armor Value of 5 points of Armor against
the protection is deducted from any damage. A goon shoots and
damage rolls against the character. hits him for 10 points of
Every time a character wearing armor damage. Rom takes only 5
takes damage above his armor, the points of damage and his
armor's value is reduced by 1. leather armor loses one point
Different types of armor are listed in of its Armor Value. The next
the Equipment section. time he is hit, it will only provide
him with 4 points of protection.
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HEALING
Characters can heal in a variety of A First Aid roll is required to use a First
ways, but the three most common Aid kit (or medpac). The difficulty
methods are natural healing, first aid depends on the severity of the
kits, and medical bays (or medlabs). patient's injury:
Natural
Natural Healing: Degree of Injury Difficulty
A character can heal naturally, but this Stunned, unconscious Very Easy
process is both slower and riskier than Wounded or Wounded Twice Easy
getting medical care. The character Incapacitated Moderate
must rest a specified amount of time Mortally Wounded Difficult
and then can make a healing roll: the Killed Unearthly (must
character's full Strength to see if the be attempted the
character heals. round after the
patient has been
killed.
Healing characters can do virtually
nothing but rest. A character who tried
If the First Aid roll is successful, the
to work, exercise or adventure must
patient heals one level. Stunned and
subtract -1D from his Strength when
Wounded characters are fully healed.
he makes his healing roll. Any
Wounded Twice are Wounded.
character who opts to "take it easy"
Incapacitated are Wounded Twice.
and do virtually nothing for twice the
Mortally Wounded are Incapacitated.
necessary time may add +1D to his
Strength to heal.
If the First Aid roll is unsuccessful, the
character's condition remains the
A wounded character may roll once per
same. If the First Aid roll misses the
day for healing::
difficulty by more than 10 points, the
patient remains the same and another
Strength Roll
(Successes)
Result First Aid roll cannot be made for
another 24 hours.
Complicates Character loses 10 points.
No Successes Character remains Wounded.
Multiple First Aid attempts can be
1 Character heals 5 Points.
made on a patient within a single day,
2 Characterheals 10 points.
but the First Aid difficulty increases
3 Character heals 15 points.
one level for each additional use.
4 Character heals 20 points.
5 Character heals 25 points.
Medical
Bays/Medlabs/Emergency Rooms
First Aid Kits/Medpacs In the real world, Zion and Hoverships
First Aid kits usually have bandages, have extensive medical facilities
antiseptics, anti-inflammatories, (much of the technology has been
painkillers and other lightweight stolen from the Machines' cloning
medical supplies. A standard kit can facilities). In the Matrix, there exist
be used two times before needing to hospitals and emergency rooms where
be restocked. characters may go seeking medical
care.
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V. EQUIPMENT
Firearms
Melee Weapons
Armor
Computers
Miscellaneous Gear
Robots
Vehicles
WEAPONS
Below are some weapons commonly Scale: Indicates the scale of the
found in the Matrix. Players and GM's weapon when deciding damage.
should feel free to alter and add
weapons as they see fit. This list is Difficulty: The difficulty number the
only preliminary. user must equal or surpass in order to
hit.
Terms:
BDV (Base Damage Value): This is the Concealability: A measure of how
standard damage that the weapon can difficult it is to conceal the weapon
do. Roll the given dice code and count under clothes. GM's may modify this
the number of successes. If there is a depending on the kind of clothes worn
multiplier adjacent to the dice code, (increased difficulty if only an evening
multiply the number of successes by gown is worn, bonuses is an overcoat
this number. The final sum is the is worn).
amount of damage done by the
weapon. If a character has a
Strength/Lifting bonus, add this value MELEE WEAPONS
to the total damage for melee and
thrown weapons only.
Typical Knife
BDV: 2D
Range: The range in meters of a
Range: 3/10/15 (thrown)
weapon. Difficulties increase with
Scale: Character
greater distance (see Actions and
Combat). Skill: Melee Weapons: Knife, Thrown
Weapons: Knife
Difficulty: Easy
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ARMOR
Leather the real world.
Type: Personal clothing. Concealability: Moderate.
Scale: Character. Game Notes: Grants protection
Armor Value: 10 versus perceived damage in the
Cost: NA. Matrix, but reduces all Dexterity-based
Availability: Extremely rare artifact in rolls by 1D.
the real world.
Concealability: Very Easy (but usually Full Body Armor
unnecessary). Type: Military armor.
Game Notes: Leather gives versus Scale: Character.
damage in the Matrix and the real Armor Value: 25
world. Cost: NA.
Availability: Extremely rare artifact in
Kevlar Vest the real world.
Type: Personal body armor. Concealability: Difficult.
Scale: Character. Game Notes: Grants +3D protection
Armor Value: 18 versus perceived damage in the Matrix
Cost: NA. but reduces all Dexterity-related skill
Availability: Extremely rare artifact in tests and checks by 2D.
COMPUTERS
Inside the Matrix, the computer Computers are for the most part non-
technology resembles that of the late autonomous and interfaces remain
1990's and early 21st century. primarily through keyboards and disk
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The Matrix Role Playing Game
ROBOTS
Sentinel I-I-Series
("Squids")
Type: Semi-autonomous Security Unit
Scale: Speeder
Dexterity: 4D
Dodge: 5D, Brawling (Tentacles): 5D
Knowledge: 1D
Mechanical: 3D
Mounted Artillery: Plasma Lasers • 8 Tentacles (BDV: 6Dx4 + 5 for
5D, Sensors: 6D, Communications: 6D S/L bonus, Character scale
Perception: 3D damage)
Search: 6D • 1 Large Plasma Laser: 8Dx5
Strength: 10D (Character scale). (Hovership scale). Range:
Technical: 1D 3/5/10.
• Repulsorlift engine: Speed:
Armor Value: 25 (has no effect versus 80; 300 mph.
EM Pulses). • Communication array: Allows
Body Points: 60 uplink to global satellite
Strength/Lifting: +5 communication system.
• Sensor Package: Includes
Equipped with: advanced optics with
telescopic, infrared and light-
enhancement. Also, standard
sensors with: Passive: 1
km/0D, Scan 5 km/0D, Search
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The Matrix Role Playing Game
MISCELLANEOUS GEAR
Cellular Phones Grappling Hooks
Hardline Phones Food rations (Realworld)
Radios Explosives
VEHICLES
Hovership
("Hackship")
Craft: Resistance hovercraft
Scale: Hovership
Length: 55 meters.
Length:
Skill: Pilot: Hovercraft
Crew: At least 1 commander, 1 pilot,
and 1 mechanic. Usually also have an
Operator on board.
Crew Skill: Varies.
Consumables: 6 months. Can be
Passengers: 12
extended if the ship is restocked with
Cargo Capacity: 10 tons.
water and raw materials from the
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THE MATRIX
THE (un)REALITY
The world in which most humans live
out their entire lives is nothing more
than an illusion. It is simply a
computer program made up of
variables, sub-routines and electronic
files. But to them, it is unquestionably
real. In the Matrix, people feel, taste,
smell, see and hear with the clarity of
humans in the Real World. They grown
from infants to adults, experiencing all
the joys and pains of the human The Matrix itself functions as a perfect
condition, as it has been for the mimic of the Real World. The physical
species' entire history.
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The Matrix Role Playing Game
Some of the Human Resistance have Some of the Resistance, those who
discovered that these laws are as have been resuscitated, can project
illusionary as everything else in the their minds back into the Matrix. Once
Matrix. With this knowledge, they are there, they can "physically" interact
able to unlearn their expectations of with other humans (or their RI's) and
the physical world and, while in the the software of the Matrix itself.
Matrix, perform formidable feats that Hacking often occurs on Hoverships
even the Machine and its minions that must be within 5 kilometers of a
cannot mimic. Node or Communications Router.
Resuscitated hackers use "Jump
CHANGES IN THE MATRIX chairs", specially modified devices that
The Sentience can change the connect the hacker's cybernetics to
software objects of the Matrix, but only the comm system and projects them
with a great expenditure of energy and into the Matrix.
at the risk of corrupting existing
software. However, in extreme cases, Projecting an RI into the Matrix
such as when it must cover up a glitch requires an open communications port
to avoid the possibility of a human in the Node. Inside the Matrix, these
realizing the reality of the Matrix, the comm ports are symbolized by
Sentience will exert the effort to telephones with "hard lines"--cabling
change the Matrix. Doors may appear that leads into the "city's"
and disappear; buildings may have one telecommunications grid. The
less floor; clocks may progress though Machines rely on these hard lines to
the humans won't realize time is access the Matrix as well (otherwise,
passing ("lost time"). Often, sensitive they would cut them all). Hard-line
humans in telephones are found throughout the
the Matrix cities, apparently somewhat at
will random. When a Hacker enters the
recognize a Matrix, they will appear adjacent to the
change is hard-line phone and when they wish to
taking leave, they must be holding the
place by receiver.
experiencin
g "deja vu", Communication to and from the Matrix
the feeling is simpler. Hackers may use any
of re- phone (table-top, cellular, pay phone,
experiencin etc.) to communicate with the Operator
on their hovership. However, these
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The Matrix Role Playing Game
calls may be monitored and traced by the Real World (spelling danger for
the Machines, in both the Matrix and both those in and outside the Matrix).
AGENTS
Mechanical: 5D
Perception: 5D
Strength: 5D
Technical: 5D
BDV: 5D
S/L Bonus: +2
Body Points: 40
Equipment: Heavy Pistol (5Dx3, ROF:
3). Armor-piercing ammunition
(reduces any body armor by 10).
Agents are autonomous programs Instantaneous communications (as
active within the Matrix. They serve to long as ear pieces are worn).
maintain the integrity of the system Sunglasses.
and remove any variables which CHI: 0 (Agents cannot gain Chi)
endanger it. Increasingly, they seek Character Points: 0
out Resistance fighters who dare to Game notes: Agents exist in the
enter the Matrix or the humans they Matrix by inhabiting the Residual
may recruit. Image of a human plugged into a farm
node. If the Agent is "killed", they are
Agents may inhabit the Residual Image shunted from the RI and the inhabited
of any human plugged into a Farm human dies (in the Matrix and the Real
Node. When they do so, the RI World). The Agent must find another
transforms into that of the particular human to inhabit.
Agent (each Agent is of a certain
"version", a "Smith", "Jones", or some HUMAN ALLIES
other version name). The Machines manipulate many
humans to their bidding. As most of
While Agents have apparently super- humanity is plugged into the Matrix,
human skills and attributes, they are believing it to be real, they often follow
bound by the physical laws of the authority (which is directly controlled
Matrix (and thus of the Real World). by the Machines) without question.
They may show peak human They join militaries and police forces,
performance in all things, but they turn in criminals whose pictures are on
cannot exceed this peak. This is the the 6 o'clock news, and allow
only edge that the Resistance Hackers themselves to be incited against
have over the Machines. "foreigners" or anyone deemed to be
"different".
Standard Agent
Agents have access to all skills at 10D Thus, the Human Resistance often
Dexterity: 5D finds itself pitted again other humans
Knowledge: 5D inside the Matrix. They usually take the
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The Matrix Role Playing Game
HUMAN AGENTS
There are rumors that the Machines
have begun to recruit humans to serve
SWAT Trooper s knowing agents. Using brainwashing
Dexterity: 3D techniques or bribery, the Machines
Firearms: 6D, Dodge: 5D, Martial seek to find willing humans to battle
Arts: 5D the Human Resistance, especially now
Knowledge 2D
Knowledge: that some of the Resistance have
Streetwise: 4D, Tactics: 3D shown the ability to defy the physical
Mechanical: 2D laws of the Matrix, surpassing the
Drive: 4D abilities of the Agents.
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The Matrix Role Playing Game
The physical attributes and the skills of the Templates for base statistics).
these human traitors vary greatly (use
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