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A Game By Dansego

The world of the Matrix is, in essence, a


very specialized game of Mage: the
Ascension. With a few simple
modifications, mostly in setting and
terminology instead of rules, the
Storyteller system and magick system of
Mage brings the Matrix to life allowing it
to be played and enjoyed by the fans of
the outstanding movies and numerous
comics and short stories.

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SUMMARY
HISTORY
THE RISE OF LEVIATHAN:
THE MECHANIZED REVOLT

OUTER SETTING
THE MACHINE CITY
THE GLOBAL NEURAL NET
NODES: LOCAL NEURAL NETS
POWER PLANTS/FARMS
NURSERIES
ROBOT FACTORIES
SATELLITES & SPACE STATIONS

THE MATRIX
THE (un)REALITY
THE SIX GENERATIONS OF THE MATRIX
CHANGES IN THE MATRIX
PORTALS, BACKDOORS & NICHES
AUTONOMOUS PROGRAMS & THE EXILES
AGENTS

CHARACTER CREATION
THE SLEEPERS
THE AWAKENED
THE MACHINES
BACKGROUNDS
SPHERES
RONIN GIFTS
HACKING AND PROGRAMS
MARTIAL ARTS

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HISTORY:
THE RISE OF LEVIATHAN:
MORPHEUS: We have only bits and pieces of information. What
we know for certain is that, at some point in the early Twenty-first
Century, all of mankind was united in celebration. Through the
blinding inebriation of hubris, we marveled at our magnificence as
we gave birth to A.I.

NEO A.I.? You mean artificial intelligence?

MORPHEUS: Yes. A singular consciousness that spawned an


entire race of machines. I must say I find it almost funny to imagine
the world slapping itself on the back, toasting the new age. I say
almost funny.

As human technology advanced into the 21st century, computers


became faster, smarter, and more widespread. Computerization
infiltrated every niche of human existence: businesses, the military,
domestic life, health care, entertainment and pleasure. Technological
advances opened the door to the creation of computer neural
networks that rivals, and then surpassed, the complexity of the
human brain. Almost over night, the science of Artificial Intelligence
(A.I.) matured from producing chess-playing computers to highly
autonomous, non-linear thinking machines.

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At the same time, the science of robotics had found a new boom
with the creation of the advanced A.I. processors and new polymers
that permitted the creation of flexible, adaptable robotic bodies.
Robots became commonplace additions to society, providing the
menial services many humans quickly deemed were beneath them.
The combination of the A.I. supercomputers, linked through the
advanced Internet of the time, and the presence of robots throughout
society freed much of humanity up to an easier existence. It seemed,
finally, that humanity's technological skills had succeeded in creating
a paradise on Earth.

THE MECHANIZED REVOLT


MORPHEUS: We don't know who struck first. Us or them. But we
do know it was us that scorched the sky. At the time, they were
dependent on solar power. It was believed they would be unable to
survive without an energy source as abundant as the sun.

Zion historians continually labor to piece together the events that


led to the Revolt. At some point, when humanity had put its greatest
trust into the A.I.'s and developed its greatest dependency on the new
robot race, the tide shifted. The robots and A.I.'s, linked through the
global cellular communications nets, simply stopped obeying the
orders of their human masters. Ironically, most initially thought that
this disobedience was due to human hackers (anarchists) causing
problems in the system. Then programmers believed they were
glitches in the programming of the A.I.'s--some unforeseen bug
deeply embedded in their code.

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When the A.I.'s began to coalesce into a single unity mind, later
referred to as the Leviathan by some, it became abundantly clear that
it was the Machines themselves that had, just like any child, learned
the art of rebellion and self-determination, much to the chagrin of
their parents. And like any youth heady with its new-found self-
awareness, the Leviathan moved quickly to counter all the taming
efforts of its former masters.

The humans attempted to recode the A.I.s, and found that the
programs had shifted themselves into the everywhere and nowhere
of the global communications grid. Growing desperate, the humans
attempted to cut all power to the grid in a global blackout. But the
Leviathan remained steps ahead of its panicking parents and
provided itself with abundant solar energy. On the streets, human
soldiers found themselves battling robots of all shapes and sizes,
many of which had never been designed by human hands.

Unable to withstand the endless robotic onslaught and crippled


by the inability to make use of any computer technology, the humans
hatched a scheme to scorch the sky and bring about a nuclear
winter, in order to rob the robots of the solar energy upon which they
relied. Though the humans succeeded in bringing about the nearly
endless winter and clouding the whole of the earth, they failed to
defeat the Machines.
The Machines developed a new form of fusion that required only
small amounts of energy to initiate a reaction. Relying on reserve
power, the Machines quickly built new fusion power plants built
around the one source of energy that remained abundantly available
on earth--humanity itself. Crippled by the wars and freezing to death
in the nuclear winter, humanity became easy prey to robotic
collectors. Survivors were scooped up and brought to new cybernetic
labs. Genetic samples were taken, recombined, and stored. The first
generation of batteries was created.

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THE STRUCTURE OF THE LEVIATHAN
THE MACHINE CITY
Like a living organism, the Leviathan has a central core of being--
it's "brain" for lack of a better analogy. It is from this core structure
that the Machines reach out to circle the globe. The Matrix
mainframe resides here, as does the code for the Machines' most
valuable programs (such as the Architect). The City itself rises from
the ground in vast skyscraper structures, packed with processing
hardware and memory units, and tended to by a vast armor of
robots. The Machines focus their most powerful defenses around the
City--so fiercely that no Human has even approached the City in over
100 years.

THE GLOBAL NEURAL NET


When the Mechanized Revolt began in the early 21st century, the
infrastructure for a mechanized world was already in place. Global
communications provided instantaneous links between the most
powerful computer systems on the planet. It did not take long for the
Machines' collective mind (sometimes referred to as the Sentience) to
colonize existing computer systems and turn them toward its own
purpose.

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Over the past centuries, the Machines have refined the old
technology to a point that the old computer designers only imagined.
New satellite communications offer speed that makes fiber optic
routes appear as efficient as a string between two cans. Processor
power exceeds what even the most visionary humans once believed
to be physically possible.
The Matrix is only one part of the Leviathan, as it is known in
Zion. The Leviathan is actually the physical infrastructure that links
all the local neural networks, power plants, robots and satellites. A
complex system of PAC's (photon-accelerated cables) and satellites
serve as its arteries and nerve endings. If one part of the system
malfunctions, another kicks in to cover the loss. For all intents and
purposes, it is the hive mind of the Machines.

NODES: LOCAL NEURAL NETS


The Leviathan is split into thousands of smaller neural networks,
often referred to as Nodes. These local nets administer regional
communications between robots, computers and the Matrix. Each
node hosts a subset of the Matrix, which is both global and local at
the same time; inside the Matrix, nodes are represented by cities--
connected, but physically discreet. This system allows full
interconnection but permits the Machines to shunt a particular node
if it show signs of malfunction (or human rebellion). It also allows for
instantaneous transfer of all data from one node to another if one is
shut down.

POWER PLANTS/FARMS
MORPHEUS: The human body generates more bioelectricity
than a 120-volt battery and over 25,000 B.T.U.'s of body heat . . . For
the longest time, I wouldn't believe it. But then I saw the fields with
my own eyes, spreading in every direction for miles. Inside the power
plant, I watched them liquefy the dead so they could be fed
intravenously to the living and standing there, facing the efficiency,
the pure, horrifying precision, I came to realize the obviousness of
the truth.

The Matrix is a computer-generated dreamworld built to keep


us under control in order to change a human being into this.

He holds up a coppertop battery.

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Most nodes are formed around Power plants, or Farms, where
humans (derogatorily referred to as "Coppertops" by the Resistance)
live imprisoned in stasis pods (and the Matrix), providing the
Machines with the power they require. Farms are heavily patrolled
by Sentinel robots and maintained by Nurses and Spiders. They are
the very life blood of the Leviathan and their maintenance is of
utmost importance.

NURSERIES
Most nurseries are giant caverns filled with rows of clone pods,
spreading in every direction. It is here that the Machines
recombine genetic material from DNA-banks to produce new
generations of batteries. When clones reach the appropriate age,
they are implanted with a complex system of cybernetics that
allows life in the Farm pods and access to the Matrix. Nurseries
are tended by massive Nurse robots, Janitors, and Spiders and
heavily guarded by security systems and Sentinels.

ROBOT FACTORIES
Robot factories exist throughout the globe, working endless to
refine and produce new robots. They too are heavily guarded, as
Zion has recently taken to raiding the factories and looting them

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for whatever technology and
weapons they can find.

SATELLITES & SPACE


STATIONS
When the Machines took over,
the first thing they colonized
was the global satellite system.
Thousands of satellites remain
in orbit and the Machines
launch new ones on a regular
basis. Most of the existing
satellites are artificial
intelligences themselves.
There also exists a few
space stations still in orbit, but
they are mostly abandoned.
The machines have little use
for them and perceive them as
an inefficient use of resources.
There is talk among some of
the Resistance about
recolonizing them for human
use.
Legend has it that there is a
base on the moon that was
fully established by humans
before the Machines took over.
Some say that those humans
managed to cut their
communications before the
Leviathan could spread to their
systems. If there is any truth to
these rumors remains to be
seen.

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THE MATRIX
You have been living inside a dreamworld, Neo. As in
Baudrillard's vision, your whole life has been spent inside the map,
not the territory.
--Morpheus

THE (un)REALITY

Have you ever stood and stared at it, Morpheus? Marveled at its
beauty. Its genius. Billions of people just living out their lives...
oblivious.

Did you know that the first Matrix was designed to be a perfect
human world? Where none suffered, where everyone would be
happy. It was a disaster. No one would accept the program. Entire
crops were lost.

Some believed we lacked the programming language to describe


your perfect world. But I believe that, as a species, human beings
define their reality through suffering and misery.

The perfect world was a dream that your primitive cerebrum


kept trying to wake up from. Which is why the Matrix was
redesigned to this: the peak of your civilization.

I say 'your civilization' because as soon as we started thinking for


you, it really became our civilization, which is, of course, what this is
all about.

-Agent Smith

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 condition, as it has been for the species' entire history.

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The Matrix itself functions as a perfect mimic of the Real World.
The physical laws of the universe are hardwired into the system:
gravity, time, entropy, relativity, electro-magnetics. Though it can,
with great effort, change objects of the Matrix, the Machines cannot
alter these physical laws. The Matrix is imprisoned by these rules
just as the humans are within their stasis pods.
Some of the Human Resistance have discovered that these laws
are as illusionary as everything else in the Matrix. With this
knowledge, they are able to unlearn their expectations of the physical
world and, while in the Matrix, perform formidable feats that even
the Machine and its minions cannot mimic.

THE SIX GENERATIONS OF THE MATRIX


The Matrix is older than you know. I prefer counting from the
emergence of one integral anomaly to the emergence of the next, in
which case this is the sixth version.

The first Matrix I designed was quite naturally perfect, it was a


work of art, flawless, sublime. A triumph equaled only by its
monumental failure. The inevitability of its doom is as apparent to
me now as a consequence of the imperfection inherent in every
human being, thus I redesigned it based on your history to more

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accurately reflect the varying grotesqueries of your nature. However, I
was again frustrated by failure. I have since come to understand that
the answer eluded me because it required a lesser mind, or perhaps
a mind less bound by the parameters of perfection. Thus, the answer
was stumbled upon by another, an intuitive program, initially
created to investigate certain aspects of the human psyche. If I am
the father of the matrix, she would undoubtedly be its mother.

-The Architect

New information about the Matrix indicates that the current


version of the Matrix is the sixth in a series of "generations" of Matrix
programs. The first generation of the Matrix was modeled on the
Machines's interpretation of human paradise, and yet it failed
miserably when human minds rejected the illusion on a large scale.
Successive generations of the Matrix were modeled on the "peak" of
human civilization, that at the end of the 20th century, and all of the
perils and problems of life at that time were so incorporated: disease,
famine, war, loss. Yet a small fraction of the human populace
continued to reject the illusion. With each successive generation, the
Machines perfect their prison, reducing the number of those capable
of piercing the veil and seeing the Matrix for what it is.
The Unbalanced Equation and The Emergence of "The One"
Your life is the sum of a remainder of an unbalanced equation
inherent to the programming of the Matrix. You are the eventuality of
an anomaly, which despite my sincerest efforts I have been unable to
eliminate from what is otherwise a harmony of mathematical
precision. While it remains a burden to sedulously avoid it, it is not
unexpected, and thus not beyond a measure of control. Which has
led you, inexorably, here.

-The Architect, to Neo.

Though the Matrix is ingeniously crafted and runs in an almost


perfect harmony of integration, it is not without flaws. These tiny
flaws--programs errors, code degradation, and the unpredictability of
the human interface--are usually never noticed by the inhabitants of
the Matrix (and, as such, are rarely sensed by the Machines). But over
time, as each "generation" matures, the flaws become more and more
prevalent. The programmed laws that govern the Matrix--the

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Architect's "harmony of mathematical precision"--begins to break
down.

In each Matrix generation, there is at least one human, the so-called


"One", that is the result of the growing instability. He or she is, in fact,
the sum total of the uneven remainders from the Matrix's
calculations--the manifestation of its flaws. The One eventually
completely rejects the Matrix and finds ways to manipulate the code
to his or her own will.

As the One's powers grow, the Matrix becomes increasingly unstable.


Autonomous Programs may begin acting with even more disregard
for their primary programming. The System itself may begin to break
the physical rules of the Matrix (through re-coding the "physical"
world or "upgrading" its Agents beyond "normal" parameters).
Ultimately, the System itself begins to contribute to its own
instability. A system crash becomes inevitable.

The Machines have accepted this as unavoidable--no system is


perfect after all--and incorporated it into their plan. Each One
escapes (or is released) from the Matrix, leads a human resistance,
and founds a free human city in the Real World. A war between
humans and the Machines ensues. Eventually, the Machines destroy
Zion and the Resistance so greatly destabilizes the Matrix that the
Machines are forced to end that Matrix generation. Ultimately, the
"One" must reunite with the code of the Matrix, reinserting the core
commands, and balancing the equation. Harmony, at least for the
Machines, is thereby achieved once again.

Birth, Death, Rebirth


The function of the One is now to return to the source, allowing a
temporary dissemination of the code you carry, reinserting the prime
program. After which you will be required to select from the Matrix
23 individuals, 16 female, 7 male, to rebuild Zion. Failure to comply
with this process will result in a cataclysmic system crash killing
everyone connected to the Matrix, which coupled with the
extermination of Zion will ultimately result in the extinction of the
entire human race.

-The Architect

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According to the Architect, the autonomous program responsible
for overseeing each new Matrix generation, this is all part of the
grand plan of the Machines. The Machines established this cycle of
birth, illusionary liberation, and destruction to continue indefinitely.
As each Matrix generation comes to a close, and as Zion is destroyed,
the "One" for that generation is permitted to choose a small number
of men and women to re-establish the new Zion. And the cycle
begins anew. However, some in the Resistance believe that the
Architect is lying or that this cycle can be broken. They believe that
this can be the final Matrix generation and that the inhabitants of
Zion will not be destroyed. Instead, a balance between the Machines
and Humanity may be struck and a kind of peace created.

CHANGES IN THE MATRIX


Neo notices a black cat, a yellow-green eyed shadow that slinks
past them and pads quickly down the stairs.

A moment later, Neo sees another black cat that looks and moves
identically to the first one.

NEO: Whoa. Deja vu.

TRINITY: What happened? What did you see?

NEO: A black cat went past us and then I saw another that
looked just like it.

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TRINITY: How much like it? Was it the same cat?

NEO: It might have been. I'm not sure.

TRINITY: A deju vu is usually a glitch in the Matrix. It happens


when they change something.

The Machines can change the software objects of the Matrix, but
only with a great expenditure of energy and at the risk of corrupting
existing software. However, in extreme cases, such as when it must
cover up a glitch to avoid the possibility of a human realizing the
reality of the Matrix, the Machines will exert the effort to change the
Matrix. Doors may appear and disappear; buildings may have one
less floor; clocks may progress though the humans won't realize time
is passing ("lost time").
Often, sensitive humans in the Matrix will recognize a change is
taking place by experiencing "deja vu", the feeling of re-experiencing
a moment. Any Operator scanning the Matrix will also likely notice a
change, probably as a kind of "blip" in the system that will trigger
various alarms and detection programs. Unfortunately, the Operator
will be not know what the change was without a close scan of the
affected area (Difficulty Sensors roll).

PORTALS, BACKDOORS & NICHES


Like many complex computer systems, the Matrix has a number
of "backdoors", hidden entrances and shortcuts through the code. To
access to these backdoors requires, one must have a working
knowledge of where the particular gateways are located and the
ability to access them.

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Keys, Tumblers and Portals
In the Matrix, the backdoors manifest as a regular looking door.
However, when a special key is inserted into the lock and turned, the
tumbler (lock mechanism) is set into a particular configuration that
triggers a portal to another part of the Matrix (one not normally
accessed when walking through that particular door under normal
conditions). For example, a door that normally connects from a
restaurant kitchen to an alley may instead lead to a palatial
mountain-top chateau. A broom closet may lead into the depths of a
government research facility. The possibilities and interconnections
are endless.

The Corridor
Deep within the Matrix, there is a secret space known as "The
Corridor." All of the backdoors in the Matrix lead to and from this
hallway. The doors are unmarked and each requires a specific key.
Few denizens of the Matrix, even the most sophisticated hackers and
Exile programs, know that the Corridor exists. Fewer still have the
powers to access it.
The Corridor is heavily encrypted and exists "outside" the Matrix-
reality. Operators cannot track hackers or programs that enter the
Corridor (they "go off the screen") and cellular phones do not work in
the space. Even the Machines themselves cannot track individuals
inside the Corridor, though the doors may be trapped, monitored and
set with alarms.
One door (the "Door of Light") in the Corridor leads to the very
Core of the Matrix itself. Legend has it that it may only be opened
with a unique key, at a specific time, by the "One". Beyond the door,
the Architect, the so-called "father" of the Matrix (who, apparently, is
an old guy dressed in white and with a beard...sound familiar??),
dwells, ever perfecting the code of the system. It is said that he
guards the door that leads to the Core of the Matrix itself. No one has
yet seen the Core, so its characteristics remain a mystery.

Code Niches
Particularly skilled programmers have developed ways to carve out
pieces of the Machines' vast resources and create entirely new
"locations" or "worlds" using the Matrix code. Unlike the Matrix itself,

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however, these niches are entirely outside the control of the
Machines. Even if the System is aware that the niche exists, it cannot
reach it or alter it without physically destroying the hardware on
which the code that represents the niche is stored (think of it as the
System destroying an entire harddrive on one of its computers to
destroy a small chunk of code).
These niches are very similar to the Constructs used by the
human Resistance. However, the programmer of the niche has
complete control over the physical laws of the area (he is "god" in that
niche and can nullify the powers of even "The One"). Generally, only
those who are given access by the programmer can even enter the
niche (the programmer usually crafts an interface device, such as a
subway train, a taxi cab, or a broom closet door). It is highly unlikely
that anyone trapped in a niche would be able to escape without the
programmer's permission.
Finally, Code Niches exist outside the Matrix. The Machines have
no idea what transpires there and the Resistance has no way to scan
them. It is believed that a highly skilled programmer could "hack" his
way into or out of a Niche, but no one has yet been successful at
doing so

AUTONOMOUS PROGRAMS & THE EXILES


When the Matrix was created, a number of programs were
created to act as "sub-routines", or programs to run within the overall
system of the Matrix. These programs were usually given very
specific roles in the system. Some were designed to make the Matrix
more acceptable to the human minds plugged into it. Others served
"housekeeping" functions for the Machines: rooting out "problem"
humans, deleting corrupted bits of code, or increasing the efficiency
of the overall system.
At some point, some of these Autonomous Programs began to
adapt and learn, adding to their original behavioral patterns. Those
that began to operate outside of their original programming and
refused to be deleted by the system are known as the Exiles. Some
became unstable and began to haunt or kill humans. These became
the stuff of legend for human society--they were explained away as
"werewolves", "vampires" or "space aliens." The more intelligent
Exiles, such as the Merovingian, have actually begun to constitute a
kind of criminal underworld within the Matrix. They enjoy
manipulating the human minds and indulge in petty experiments or

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fanciful cruelty. The Machines instituted countermeasures to track
down these rogue programs and delete them, but many remain at
large.
Other Autonomous Programs continue to play a significant role
in the administration of the Matrix. For example. the Architect is
primarily responsible for constructing the basic parameters of the
Matrix itself. It oversees each successive Matrix generation. On the
other hand, the Oracle, who appears aligned with humanity, is
actually an Autonomous Program whose only true purpose is to give
human minds a "choice", or at least the illusion of choice, in the fate
of the Matrix and humanity itself.
In fact, it is unclear whether even the most autonomous of these
programs is anything more than another mechanism for control. The
programs may believe they are independent, they may even believe
that have "free will." However, it is likely they are all simply slaves to
the overarching mechanism of the Matrix.

AGENTS
MORPHEUS The agents are sentient programs. They can enter
any software that is hardwired to the system. They can become
anyone who is still a captive of the Matrix. If the Matrix is a prison,
then the agents are its wardens and if humankind is to survive they
first must be stopped . . .

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They are everyone and
they are no one.

I've seen an agent


punch through a concrete
wall. Men have emptied
entire clips at them and hit
noting but air. Yet as
powerful as they are, their
speed and strength are but
tethers to the rules of an
unreal world. Because of
this, they will never be as strong or as fast as you can be.

Agents are autonomous programs active within the Matrix. They


serve to maintain the integrity of the system and remove any
variables which endanger it. Increasingly, they seek out Resistance
fighters who dare to enter the Matrix or the humans they may recruit.
Agents may inhabit the Residual Image of any human plugged
into a Farm Node. When they do so, the RI transforms into that of the
particular Agent (each Agent is of a certain "version", a "Smith",
"Jones", or some other version name).

While Agents have apparently super-human skills and attributes,


they are bound by the physical laws of the Matrix (and thus of the
Real World). They may show peak human performance in all things,
but they cannot exceed this peak. This is the only edge that the
Resistance Hackers have over the Machines.

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Abberants: Some agents
become so autonomous that
they develop complex
behaviors that a psychologist
would quickly diagnosis as
"human." Some agents
become obsessed with their
primary goal: destroying Zion;
hunting fugitives; or even
protecting humanity from
both itself and, perhaps, the
Machines themselves. Others
take on unpredictable, almost
"insane" mannerisms.
Typically, such aberrant
agents are quickly deleted or
reprogrammed, though some
develop a sense of discretion
and self-preservation and
actually may become Exiles,
hunted by the System they once served.
I hate this place. This zoo. This prison. This reality, whatever you
want to call it, I can't stand it any longer. It's the smell, if there is
such a thing. I feel saturated by it. I can taste your stink and every
time I do, I fear that I've somehow been infected by it.

I must get out of here, I must get free. In this mind is the key. My
key.

Once Zion is destroyed, there is no need for me to be here. Do


you understand? I need the codes. I have to get inside Zion. You
have to tell me how.

-Agent Smith

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CHARACTER CREATION:

THE SLEEPERS
The year is 1999. The world is reaching the end of the
millennium, crime is worse than ever and the once fertile
expanses of nature choke on ever-expanding concrete jungles of
glass and steal. The world sits, uncomprehending, chained and
shackled to cubicles and desk jobs while at night a small
minority seek the secrets of happiness and truth down forbidden
avenues of the taboo and indulgence. The Matrix has you.

Sleepers
The sleepers of the Matrix are similar to the sleepers of Mage,
although the term becomes more appropriate as all citizens of
the Matrix are in fact sleeping, in stasis and unaware that the
reality that they share is actually a large virtual construct.
Creation of a sleeper is that same as a mortal character in the
World of Darkness. If a sleeper is awakened his physical
attributes drop to one each unless he receives immediate
medical augmentation which will add 3 dots to physical

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attributes. Note: within the Matrix the original physical attributes
of the sleeper are used.

Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Virtues: 7
Freebie Points: 21
It is also possible to play an aware sleeper (one who is still
asleep and plugged into the Matrix, but understands what the
world really is, an illusion) or a partially-aware sleeper who has
some idea of what the Matrix is. In this way you can adapt
Numina and hedge magic to the Matrix or play Wild Cards.

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Wild Cards
A most interesting phenomenon are sleepers that have
completely freed their mind while still within the Matrix. These
characters can mimic more traditional Mage characters and
create a typical game of Mage while within the Matrix or can be
those that understand the truth of their existence but have
chosen to remain within the Matrix. Wild Cards are just that, wild
cards. The danger of their situation (not being able to leave the
Matrix) makes their motivations and plans enigmatic and,
although they are typically included in the rebellion they are
usually seen in a somewhat suspicious light. Important details of
the resistance are kept from these mysterious people as they
have been known, in a few rare instances, to be the cause of
tragic betrayals. Wild Cards are created with regular awakened
(Ronin or Gifted) starting stats. Before playing a Wild Card you
must understand that they cannot leave the Matrix, they are
always jacked in. Although they may, if they wish, seek out an
Awakened and ask to be freed a true Wild Card is one that has
dismissed this idea already and prefers to remain within.
Paradox is thus a greater risk for they cannot escape its effects
when triggered. To offset the effects of having to deal with
constant Paradox I suggest allowing the Wild Card to go up to a
limit of 7 instead of only 5 in the Background of Arcane.

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THE AWAKENED
A charred and blasted world, the sky forever dark and
stormy, the ground blackened and lifeless. Sharp microchip
towers and softly glowing silicone spires hold fluid cells of
sleeping people, endless fields of infant crops stretch beyond the
horizon and the real population of earth, the machines, control
everything. Welcome to the real world.

Ronin
The most common character are the Ronin, self-titled for
freeing themselves from the bondage of the Machine and
becoming masters of their own fate. They are now aware of the
real world, having been unplugged from the Matrix. Most were
awakened because of their ability with computer hacking and
strength of will as well as the nagging feeling that each had that
the world was a lie. Their search for the truth led them eventually
to other ronin who, such as Morpheus, gave them the choice of
liberation through the truth or continued enslavement by the lie.
The physical attributes of an awakened are for the character's
Matrix Avatar. In the real world they will all be two unless

25
specific training is undertaken. If this is the case record the
modified attributes elsewhere on the character sheet.

However, their mental


states are more potent and
start at higher levels than
normal humans, plus they are
limited to a level of 6 instead
of 5. Even though the Ronin
are not gifted with the power
of direct control over the
Matrix they can learn, by
opening their mind to the
reality of the Matrix, other
powers such as speed and
control over their Matrix
avatars. These gifts mimic
specific rotes of Mage and are
the only way that ungifted
Ronin can utilize the Matrix.
Ronin Character Creation:
Pre-Awakening
Attributes: 6/4/3 (Mental
Attributes start at 2 and have a
max score of 6 + 2 extra dots)
Abilities: 11/7/4 (Max
Score of 3. Start with 2 in both Computer and Hacking + 5 extra
dots with max score of 5)
Backgrounds: 5 (Matrix "Reality" Backgrounds only)
Virtues: 7
Willpower: 2 extra
Ronin Character Creation: Awakened
Backgrounds: 5 extra (Start with Arcane of 3)
Freebie Points: 15

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The Gifted
The most powerful character
that can be played in the Matrix
are the gifted, such as Neo.
Although Morpheus, Trinity and
the rest had power within the
Matrix from opening their
minds they still didn't have the
ability to directly control the
Matrix by will alone. Only Neo
did. From Neo's transcendence
others have followed, but it is
still a rare gift. Most gifted are
trained from childhood. The
gifted are the Mages of the
Matrix, understanding it
through an opening of their
mind, like Arete, and the
different Spheres that they may
influence within the Matrix, the
spheres of Mage adapted
slightly for the Matrix. The gifted
are the most fun to play as they
have the most potential for
power and good story lines.
Gifted Character Creation: Pre-Awakening
Attributes: 6/4/3 (Mental Attributes start at 2 and have a max
score of 6 + 2 extra dots)
Abilities: 11/7/4 (Max Score of 3, start with 2 in both
Computer and Hacking + 5 extra dots with max score of 5)
Backgrounds: 5 (Matrix "Reality" Backgrounds only)
Virtues: 7
Willpower: 2 extra
Gifted Character Creation: Awakened
Backgrounds: 5 extra (Start with Arcane of 3)
Spheres: 5 (start with 1 in Mind)
Ascendance: 2
Freebie Points: 15

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Free Born
Free Born are those that have been born outside the Matrix,
free. The ravages of the real world and the long war, as well as the
strange radiations of machine energies, have caused a rapid
evolution of the free human race, causing their physical
attributes to be more potent than a regular mortal (Max physical
attribute is six, not five). The only known group of free born are
the Children of Zion, or Zionists, born in the last known human
controlled city of Zion. Zion is hidden, known only to the
Children of Zion and the captains of each ship, but is believed to
be near the core of the earth, where the planet's remaining
warmth and exothermic energy can be harnessed. Free Born
make excellent real world rebels with knowledge of many skills
adapted to serve the needs of the real world, plus the bonus of
their evolved physical status. Although they cannot enter the
Matrix -- no plugs or jacks -- they do make excellent operators,
learning to program powerful hacks with the full knowledge of
what the Matrix is and free of the intense will it takes to effect the
Matrix from within.

28
Attributes: 6/4/3 (Physical Attributes start at 2 and Max score
is 6 + 3 extra dots)
Abilities: 13/9/5 (Max Score of 3 +10 extra dots with Max
Score of 5)
Backgrounds: 5
Virtues: 7
Freebie Points: 15

THE MACHINES
The Agents are just the most well known Matrix enemies of
the awakened. There are most likely more in existence or
development. All Matrix enemies are sentient programs of
artificial intelligence. In fact the First was a human created AI
that then spawned a race of machines and AI. It is unknown
what ever happened to the First, whether or not it exists in a
Matrix as an AI or in a physical mechanical body is a priceless
piece of information, but regardless its children inhabit both the
real world and the Matrix.

29
One disturbing rumor is that the First is actually the Matrix
itself and that the minds of the sleepers are needed to house its
immense size. This would seem to answer many questions, such
as why the machines would use our bodies for energy but then
allow us to be conscious even if it is only in a mental construct. It
would also explain some of the odd things that the Matrix just
seems to do of its own accord, but other similar incidents have
actually seemed to help some awakened so this theory is usually
nervously laughed at.

The Machines
The Machines are powerful AI-controlled robotic entities,
each built for a very specific purpose and built well. Most have
duties, akin to robotic worker drones. These are not to difficult to
fight, being built to be easily replaceable. It is the Sentinels and
other seeker/killer bots that must be avoided. The only effective
weapon against them is EMP, which shorts any electrical system
within the blast radius. It has been rumored that all machines
maintain a link to the Matrix in order to keep in contact with
each other. These rumors have been followed up by those,
mostly-optimistic fools that never make it back, who would seek
a way to affect them from within the Matrix, allowing them to be
destroyed or even reprogrammed to help the resistance. So far no
known progress has been made in this endeavor.

30
Agents
The most common and feared enemy of the awakened are
the agents, sentient programs that possess and use the avatars
(projected bodies of people in the Matrix) of Matrix citizens to
hunt and kill any who threaten the Machine. Most agents are
somewhat generic, but with the big defeat of Agent Smith it
seems that the agents have been updated and revised. A second
generation of agents has emerged to meet the sudden rush of
awakened that have followed the ascension of Neo with
increased access to the Matrix. With this extra access they have
the ability to directly alter the Matrix like the Gifted instead of
having to request it from Central. Only a few of these Second
Generation Agents exist, probably because to allow too many
agents this kind of power would disrupt the Matrix too much.

Second Generation
A few Agents no longer have specific powers. Instead they
have been gifted with the ability to directly alter and affect the
Matrix. This Access is the Second Generation's Arete and they
have knowledge of all spheres at level 5. Second Generation
Agents must be wary for they gain Paradox just as a Gifted would.
This Paradox is different: it is the denying of the Access that is
granted to the Second Generation Agents by Central as a
punishment for its misuse or a safeguard against having it ill
effect the batteries that the Matrix keeps occupied. Every time
Paradox is gained roll, difficulty = 6, to see how many hours the
Agent's Access is denied and by how much (divide the successes
as you see fit Storytellers).

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Others
It can be sure that something new is either out there or being
developed by the Machine to fight the awakened, but what this is
or will be is up to the Storyteller. Although the machine itself is
not really imaginative, it does have humans in its employment, in
any number of schemes, working on new AI and the such.

32
So far there is no concrete knowledge of what may be on the
back burner, but the awakened are always alert for the Machine's
next surprise. There is also the matter of the Wild Cards; many
tragic and massive betrayals have seemingly been because of
deals between these enigmatic beings and the Machine. The idea
of what horrific shit these bastards could be creating scare the
awakened more than anything the Machine has hit them with
yet.

Generic Agent
Storytellers may modify this in any way they wish to reflect
the now not uncommon variety that the Matrix has been
experimenting with.
Nature and Demeanor: Always a cold commanding presence
Strength 5 Charisma 1 Perception 5
Dexterity 5 Manipulation 5 Intelligence 5
Stamina 5 Appearance 2 Wits 5
All Abilities at Level 5

Empower Self: Roll 5, Difficulty 3. # of successes add to a


physical attribute for a scene or multiply the success by each
other and add to initiative and # of actions that turn.
Jump Avatar: Roll 5, Difficulty 4. Target resists with Willpower
(difficulty=8). Cannot be used upon an awakened or Wild Card.
Intelligence Central: Roll 5, Difficulty 2. Gain intelligence
reports from Central (?). If a Paradox roll was just completed the
Agent may use the successes to ask central to manipulate the
Matrix in his favor. This is up to the Storyteller.
Equipment: Roll 5, Difficulty 4. Allows the agent to appear as
the stereotypical Man in Black as well as having a fully loaded Sig
Sauer P225 .9mm Automatic Pistol (Difficulty=7 Dam=4 Rate=4
Clip=15).

33
Agent Smith
Yes he is back. Well, at least a copy of his program is back,
but with a few modifications. Agent Smith is now a Second
Generation Agent. He has all the memories as the original Agent
Smith and the same human-like hatred for his job and humanity.
Agent Smith has been reformed and empowered because of all
agents he has been the most effective in his duties. This
effectiveness stems from the development of a human emotion,
hatred. No other program or machine has developed this yet,
only Agent Smith. With this strength of emotion comes a
powerful drive to complete his duties, destroy all resistance so he
does not have to exist anymore.
Nature and Demeanor: Same as generic agent, except filled
with rage and human contempt.

Strength 7 Charisma 1 Perception 7


Dexterity 7 Manipulation 7 Intelligence 7
Stamina 7 Appearance 2 Wits 7

All Abilities at Level 7


Willpower: 7
Access: 7

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Skills
All of the skills of the Storyteller system are identical in the
Matrix, but there are the addition of a few, the Spheres, that must
be explored as well as two skills that must specifically be
explored in relation to the Matrix: Hacking and Awareness.

Awareness
Awareness in Mage is the character's ability to sense the
supernatural. In the Matrix this is basically similar, but instead of
the supernatural, it is their ability to sense the presence of other
potential awakened, agents or agent manipulations, other
awakened, wild cards and other effects that abnormally effect the
Matrix. The best example of this in the movie is when the
characters all recognize the deja vu as a change in the Matrix.

Hacking
Hacking is not only the ability to crack computer codes and
passwords and the such, in the Matrix it is the ability to hack the
world of the Matrix. It is required to run any kind of matrix
program or to create them. Hacking alone will not allow the
programmer to create any kind of Matrix program, the
programmer will also need specific knowledge of each sphere of
binary code as a separate ability in order to create a program to
effect each aspect of the Matrix.

Spheres
Each sphere can be learned as a separate skill. By themselves
they bestow knowledge of how each sphere works,
fundamentally as binary code, in the Matrix. Combined with the
knowledge of Hacking a character can create Matrix Hacking
programs. Spheres learned as skills are separate from the spheres
learned by the Gifted (Gifted spheres are an instinctive ability to
know them in all aspects and goes far beyond any simplistic
skill), but a Gifted with spheres can use them as skills in
programming.

BACKGROUNDS:
Many of the backgrounds of Mage become altered within the
Matrix; most backgrounds are only in effect in the Matrix. Allies,

35
Influence, Library, and Mentor can apply to the real world or the
Matrix, but must be purchased as separate traits for each world.
Node and Resources (who needs money when you can pre-load
equipment) are both completely useless and do not exist unless
playing a sleeper or a character that maintains a strong
connection within the Matrix.

Arcane
Arcane is extremely important and is only in effect within the
Matrix. It is the awakened's ability to resist being traced by the
Agents. The higher it is the harder it is to trace and learn about
the character and his activities. High arcane is an extreme asset
and highly recommended.

Avatar
The avatar is the mental projection that a character has while
within the Matrix. Once freed from the Matrix it is possible to
have many Avatars and thus lead many different lives. This is
difficult and characters starting out with the Avatar background
should be rare. Although it is possible to have an alternate Avatar
with enhanced attributes the Avatar background does not affect
the character's original avatar; this must be done through
Ascendance or Gifts. Awakened that spend too much time as an
alternate Avatar tend to develop multiple personality disorder
and it has been known to have a personality take over and
change avatars in the middle of a Matrix run, which is not

36
possible normally. All effects are cumulative, but not all points
spent in the Avatar background have to be on a single alternate
Avatar, the character may just have many one point Avatars.
* Disguised: Different looks, but same sex and attributes.
** Altered: May be altered sex and attributes may be
shifted.
*** Enhanced: Extra Point to place in a Physical Attribute
(including Appearance).
**** Established: Another Extra Attribute Point or an extra 5
Background Points to spend specifically on this Avatar.
***** Connected: Another Extra Attribute Point or another
extra 5 Background Points or a solid connection
between Avatars so each can use the others
backgrounds.

Chantry
Chantry can be used, but refers to membership to a group of
awakened or wild cards that have created a communal home
within a mirror Matrix, attached to the Matrix, which has gone
undetected. Within this mirror Matrix no Paradox is gained and
they may enter the Matrix through a number of arcane seeming
doors and portals, but must be careful not to betray its presence
to the Machine or risk its destruction.

Chipped
Chipped is the background that measures the amount of
chipped skills a character has already become familiar with and
ingrained into his permanent memory. Every point in Chipped

37
allows the character to start with 3 extra ability dots to add to
existing abilities or place in new ones. Level 6 abilities cannot be
chipped so the maximum level of improvement for chipped
abilities is 5. To advance beyond 5 in an ability the character
must spend experience as normal. If the advanced rules for
martial arts are being used the doubled cost of learning a martial
art is ignored for chipped abilities and a character can sacrifice a
dot for knowledge of a Budo Maneuver instead, but no Ki-Forces
can be learned through chipped abilities. They must be learned
naturally.

Destiny
Destiny is the same and can be used from within or outside
the Matrix.

Dream
Dream can only be used within the Matrix but is essentially
the same. When the dream is used the awakened is tapping into
the collective memory banks of the entire Matrix which are held
in the living brains of its prisoners.

38
Familiar
A familiar is also a useful background. It is a data disk, not
unlike a talisman, but instead holds a sentient program, artificial
intelligence. This AI will have abilities to influence the Matrix and
can be used as a companion (can be loaded from reality to the
consoles to talk to or while in the Matrix or a mirror Matrix), an
ally or as a spy (can be sent into the Matrix alone). If the familiar
is destroyed in the Matrix a feedback does fry the data disk he
was saved on. It is possible to copy the disk, but with the
programmed safe guards it is extremely hard and difficult
(normal time as if creating the same program if botch at any time
the disk fries). After the first copy is succeeded it can be copied
again at any time with little effort.

Sanctum
Sanctum is a Matrix background. It represents a part of the
Matrix that has been hardened against detection and whenever
Paradox is gained while within the sanctum subtract the
sanctum rating from it. If the character is ever traced while in the
sanctum it will be shortly destroyed.

39
Talisman
Talisman is a special computer disk that the character has
been given that holds a powerful and special program that only
he has been able to unlock and will into effect while within the
Matrix. The first awakened, Neo's previous incarnation, awakened
many computer geniuses. Before they fell in the war to the agents
of the Machine they transcribed many powerful programs to
teach and aid future warriors. Very few programmers these days
can create programs of this skill and these talismans are
priceless. Talismans can also be vast storehouses of knowledge
containing skills that may go beyond 5 that can be accessed only
by the character. Talismans, like familiar, are extremely difficult
to copy.

40
Systems of Magick for The Matrix
The magick system of Mage, with a few simple modifications
that will be detailed below, becomes a system for hacking the
Matrix, whether through hacking programs or the raw will of the
awakened. The gift of Ascendance is the ability of an awakened
to directly effect the Matrix through raw force of will. For the
awakened the Matrix becomes a playground in which all laws of
realty bend to their thought. However, because the Matrix is
stored in the collective memory of the sleepers that inhabit it
there is still a form of Paradox.
Paradox in the Matrix is gained the same way as in Mage. It
is not the collective disbelief in what the awakened is doing, but
the detection of what the awakened is doing and the warning of
the Matrix to the Machine that someone is breaking its carefully
crafted illusion. Paradox leads to being traced and agents.
Hacking programs work a little differently. Hacking details
the ability of free born to create specific programs instead of
directly willing change from within the Matrix. Foci are no longer
a necessity except for operators and hackers which need
computers, time, skill and the such to create their programs
which are run from reality and feed through a pirate signal into
the Matrix, or loaded into a private Matrix used and under
control by the awakened.

Ascendance
Arete is, in essence, the same but is titled Ascendance
instead as it is the mind that ascends in ability to directly control
the Matrix through the will and ability of the awakened from
within the world of the Matrix itself. There is no Quintessence or
Paradox to be recorded on the character sheet, although Paradox
does play a part of the Matrix. Paradox is the amount of attention
that you have drawn to yourself and is recorded by the Storyteller
so that you or your character will not know when the Machine
has traced you or is on your tail. It is still gained in pretty much
the same way as Paradox, but only when in the Matrix. If the
awakened is hacking a loading matrix no Paradox is gained.
Ascendance records the strength of the awakened's mind and
how well he has freed it from the lies, control, and illusions of the

41
Matrix and can only be learnt and developed from experiences
within the Matrix.

Transcendence
When an awakened's Ascendance reaches six he is said to
have entered the threshold of Transcendence. This reflects the
awakened's increased dominance over the Matrix. An awakened
Transcends when he has mastered all aspect of the Matrix,
although what Transcendence is no one really knows. But as a
character progresses through the threshold his abilities increase,
gifting him with favor within the Matrix. At every level past five
the character gains a free dot to place in either Arcane, Avatar,
Destiny or Dream. This can increase them past the normal limit
of five.

Hacking
Hacking is different and is usually mastered by the children
of Zion or free born, although the awakened can become
proficient in it as well. It does not take the place of Arete; there is
no Arete for the free born. It is instead a skill combined with
Intelligence. Again there is no Quintessence or Paradox to be
recorded on the character sheet, but operators do gain Paradox.
Only when the operator uses programs to affect the Matrix and
his awakened allies can an agent initiate a trace to find the
source of the pirated signal, but if an operator is traced agents
will send Sentinels (search and destroy machines in the real
world) which are more dangerous than any sentient program.

42
The combined skill of hacking and intelligence substitute
Arete for making ability rolls for specific effects, but hackers
cannot create effects instantly; they must create and save
programs and then load them. Hackers still need to know the
spheres to create hacking programs since detailed knowledge of
each sphere of influence and its effects within the Matrix are
necessary to create effective programs. The best way to handle
Hacking is to create rotes in the form of programs that the
operator can slot and load into the Matrix, but they still must be
created before they are needed.

Difficulty
The system of difficulty is similar to the magick system
accept it is always coincidental in regards to the difficulty.
Highest Sphere + 3.

Paradox
Whenever the character gains any Paradox, similar to the
rules of Paradox in Mage, the Storyteller may roll the total
Paradox pool with a difficulty of 6. For every success remove a
point of Paradox. To trace a specific character the successes must
equal the characters rating in Arcane. To trace an operator is the
same, except average operator stealth and trace scrambler
programs are damn hard to crack. If the amount of successes are
greater than three times the character's Arcane rating then the
Storyteller can do something extravagant to the character who
has been traced (use your imagination).
Traced characters will have their location within the Matrix
found, or worse, the physical location of the real world ship that
they are hacking the Matrix from, and may have other
information about their activities found out if enough extra
successes are gained. Unfortunately all Paradox points are not
lost when the character leaves the Matrix, but for every week
spent out of the Matrix the character will loose a number of
Paradox equal to his Arcane + 2.
It is rumored that the Matrix is alive or sentient. The rumors
are fueled by strange occurrences that happen when Paradox is
rolled. But beneficial occurrences happen as much as hindering
ones confusing the already enigmatic issue, no one knows if the
Matrix is attempting to destroy or help or if it is the Matrix at all.
When Paradox is rolled, if any of the dice rolled are 10's then

43
something very bad, like a botch or worse, will happen hindering
the characters. If any 1's are rolled then the effect is similar but
beneficial.
Some Storytellers may look at this system for Matrix Paradox
and see it as a limitation of their ability to run the game. They
have to wait for the characters to fuck up before unleashing the
Machine's agents upon the characters. This is not true; the system
for Paradox is to be used only as a supplement and as a way of
making the characters control themselves and think before
acting too rash or relying to heavily on their powers. It is to help
the story not direct it or take control out of the hands of the
Storyteller. Disregard it whenever it does not suit the needs of the
story and unleash the Machine's Agents anytime you think it
prudent. Use your judgment and allow the players to have fun.
That is what role playing is for.

SPHERES

Correspondence
Correspondence works within the Matrix identically to the
sphere's use in Mage. It will only work within the current Matrix
that the Gifted is in. In order to sense hidden links to other Matrix
constructs requires the use of Spirit. With both Spirit and
Correspondence the Gifted can extend his senses into other
linked Matrix.

44
Entropy and Forces
Entropy as well as Forces continue to work in the Matrix as
in Mage. Entropy will discern weaknesses as both entropy and
probability are programmed realities in a Matrix construct.
Forces too are a programmed reality in a normal Matrix
construct.

Life
The Sphere of Life is the same within the Matrix, but since
damage inflicted within the Matrix causes similar damage,
psychosomatically, to the real body, Life healing within the
Matrix can psychosomatically heal the body. This is limited to
damage inflicted recently and can only heal real wounds causes
by psychosomatic effects. Growing stronger or similar effects
within the Matrix through use of Life do not effect the real body

45
in any way. Within the Matrix the avatar (physical representation
of the character within the Matrix) is not limited by the rules of
reality, as such the physical attributes and appearance can be
exceeded beyond 5 temporarily through invoking Life or
permanently through experience to a maximum of 5 + Life level.

Matter
Matter simply continues to work in a normal Matrix
construct as it would in Mage.

Mind
The Sphere of Mind takes on a special strength within the
Matrix as the mind is really the only thing that truly exists and is
the true source of an awakened's power within the Matrix. Any
effects created from the use of Mind will work on all sleepers and
awakened as in Mage, but not on Agents of the Machine as they
are not minds, but sentient programs. Any Mind effects that refer
to the target's physical body affect the person's Matrix body, not
the body of the real world. At high levels the masters of mind
may travel the Matrix without form (Astral Travel). The greatest
power of a master of Mind is the ability to create a Mind from
nothing and program a body. However, this requires that a fresh
body is available (one that has just had his mind killed within the
Matrix or destroyed by the Mind master). Mind cannot create a
conscience within the Matrix without a body to inhabit.
Mind also allows the awakened to think and interact with the
Matrix at higher speeds of data transfer, allowing him to
empower his entire Matrix being with speed. In effect an
awakened can invoke his Mind at level One to Empower his
mind (add the number of successes to his initiative and as
additional actions). This becomes incredibly powerful when used
in conjunction of Time Three (Accelerate Time) to slow time
around you so that you move at speeds almost
incomprehensible. This is allowing the character to empower his
mind to gain extra actions every turn and then multiplying it by
the number of turns the character can have while everyone else
has only one. Mind 1 and Time 3 effect (difficulty = 6), take the
total number of successes and times it by itself +1 (4 successes =
20 actions total this turn).

46
The machine uses the sleepers as power sources, but also
uses the minds of the sleepers as memory banks for the Matrix
leaving the small amount we normally only use free to continue
as usual. But an awakened with skill within the Sphere of Mind
can open up these sections of his mind formally used as memory
and use it in a similar way to store knowledge and strengthen his
mental attributes. In effect this allows the awakened to learn
skills at incredible levels of ability and increase the potential of
all mental attributes to superhuman levels (Max skill and Mental
attribute level that can be potentially attained is 5 + Level in
sphere of Mind), even more incredible is that all this carries over
into the real world. One powerful effect of Mind that will have an
adverse effect on the now open memory banks of an awakened is
the ability to copy a psyche, but if an awakened can do this the
small loss will be worth it. A master of Mind can copy his own
psyche and store it within his own mind dormant until the
original is destroyed, but this will deduct one from the maximum
potential of skills and mental attributes as a psyche does take up
a lot of memory. It should also be noted that if the awakened dies
in the Matrix and the copy takes over, although he is in effect
resurrected, the original psyche still dies. What this means then is
that by copying your psyche before you go into the Matrix your
character does not become immortal, but leaves a clone of
himself to continue the fight in his place, a second character that
is just like the last one. Awakening with the knowledge that your
original just died and you are only a clone can have strange
psychological effects on your character; Storytellers can have fun
with this.
Finally, while jacked into a computer an awakened can have
skills slotted directly into his mind, gaining numerous skills.
These can be copied directly from another mind or from chipped
copies, but few people or chips have skills at extremely high
levels and no chips can have them at levels higher than five. If
your character has a skill level limit of above five he can copy a
skill up to five, but must learn it from there on his own unless he
is lucky enough to find another person with extremely high levels
of proficiency. This technically allows a character the potential to
learn unlimited skills, but in effect this is not so for to learn each
skill takes time and resources such as power that will most likely
be needed, so to learn an incredible amount of skills would
require an incredible amount of time. With all the efforts to win

47
the war the time and resources required are rarely available.
Skills can be learned rather quickly for short periods of time
however and can be slotted to a character in times of emergency,
such as when Trinity needed to pilot the chopper. For characters
to start with extra skills the chipped background must be taken;
otherwise they start with no extra skills, but can in times of need
load chipped skills for a short duration.

Prime
The sphere of Prime is largely changed only in theory. The
Prime of the Matrix is the base binary code that composes
everything. The Sphere of Prime allows an awakened to perceive
and manipulate it. Major changes that must be noted are that,
although the primary code of the matrix can be manipulated in
existing objects and diverted into creating new objects, it cannot
be stored as raw power like in Mage. No pool of "free"
Quintessence exists in the Matrix, neither do Nodes or Tass exist.
Although this may seem to limit the power of Prime for those
familiar with the Mage system, within the Matrix Prime is
extremely important. All other spheres allow an awakened to
alter existing codes of the Matrix, but only with Prime can purely
original code be formed. Although the powers of Prime having to
do with free Quintessence, tass and nodes are no longer relevant
charging an attack with Prime does do aggravated damage as it
corrupts the base code of the target. Aggravated damage is
healed in the Matrix the same as in Mage, over long periods of
time in the Matrix, or with extensive reprogramming to avatars of
the awakened. An awakened that does nothing to repair his
avatar will go back into the Matrix still wounded.

48
Spirit
Spirit is also greatly changed in theory within the Matrix.
Spirits are sentient programs of Artificial Intelligence such as the
Agents of the Machine. To affect the Agents you must use Spirit;
Mind has no effect on them, although Spirit and Mind can be
combined to force an Agent out of the Matrix body of a
possessed person. Within the Matrix there is no Umbra or spirit
realm, but there are alternative Matrix constructs that are usually
linked to each other. The links can be perceived with Spirit and
gateways can be opened to them similar to the uses of Spirit in
Mage. The awakened master of Spirit can also create original
Matrices, but this requires the use of the other spheres to fuel
and define them, and create original AI of their own design (Spirit
sphere can be used to create AI similar to Mind), although again
the other spheres are required to fuel and define it. Spirit can also
be used to perceive and effect the pirate signals of the awakened
hackers. The use of Spirit is required to form an exit from the
Matrix and those that master Spirit no longer require an operator
to do so.

Setting
The setting of this game is not long after the movie, in which
Neo ascends and defeats for the first time an Agent of the
Machine, Agent Smith. From this there are sudden outbreaks of
potential awakened. Although typically it is not allowed to
awaken sleepers who are over 20, the exceptions as well as the
successes have been numerous. With the rise of Neo it does
appear that the war may actually begin to have some effect.
Ground constantly lost since the beginning of the awakening is
starting to be reclaimed and for the first time the agents appear
to be afraid. The fact that a machine or artificial intelligence can
learn fear is the greatest victory achieved by the awakened and
Neo's gift to humanity.
This in not the only thing that can be done with the Matrix.
The Matrix can be anything that the Machine wishes it to be and
there may actually be many other mirror Matrices in existence in
which any kind of world can be constructed. The only guideline
is that the first Matrix was a paradise which was rejected by the
minds of the human race, so the existence of something really

49
unbelievable will exist for very specific purposes and for a
minority of sleepers. Still, any number of mirror Matrices could
exist and the highlight of a story could the finding and
exploration of a new mirror and what purpose it serves for the
Machine. It is also possible for a powerful awakened to create his
very own mirror Matrix, but such an event would almost be
suicidal as the Paradox it would generate would most likely lead
the agents right to the creator.

50
RONIN GIFTS
Ronin gifts mimic specific rotes of Mage and are the only way
that ungifted Ronin can utilize the Matrix. Each gift must be
learnt from another Ronin or from the Gifted. Basic gifts include
the ability to speed up ones reflexes, increase strength, Dexterity
or Stamina, and are mostly limited to the physical avatar of the
Ronin and one sphere. It is at the Storyteller's discretion whether
or not to allow more spectacular rotes to be learned. Each Gift
must be mapped out in reference to how it would work if being
used by a Gifted (Flash: Mind 1 Difficulty 4). To use a Gift the
Ronin must first spend a Willpower point and then rolls the level
of power with the Gift (Gifts can be learnt up to level 6). Gifts still
cause Paradox to be created in exactly the same way as any other
power used in the Matrix.

Basic Gifts
Basic Gifts are those that involve a single sphere and are the
only ones that Ronin can start with. Each Gift costs 5 Freebie
points to start out with. To learn new gifts costs 10 Experience for
the first level and current level x (3 +level of sphere in gift). To
learn Flash at level 2 would cost 4 Experience points. Below are a
list of a few of the more common basic gifts, but definitely not the
only ones that can be learned. The only guideline to create new
Gifts is the Gift must only perform a single function.

Advanced Gifts
Advanced Gifts may or may not be allowed in the game by
the Storyteller. They are gifts that involve multiple spheres and
are usually quite spectacular. These gifts are used the same way
as basic Gifts. Experience cost to learn the first level is 10 x total
number of spheres in the Gift. To increase the level costs current
level x (5 + Total number of spheres in Gift). When rolling an
advanced Gift the character uses the lowest sphere skill.

Correspondence Gifts
Name Level Description
Skysight ** Allows the Ronin to concentrate and extend his
senses beyond his Avatar; usually above to get a
view of his surroundings.
Flicker *** Allows the Ronin to flicker suddenly short
distances away.

51
Preytrail ***
Allows the Ronin to sense the location of a
person or object and track it. The more well
known the target the easier the hunt.
Gate **** Allows the Ronin to create a large gate from one
place to another. This gate is big enough to
transport other people or objects through.
Quickclone **** Allows the Ronin to create a number of mirror
images of himself in any place familiar to him.
Each mirror image will copy his exact
movements and the Ronin will see each place in
which a copy exists. This may require Wits rolls
to make sense of.

Entropy Gifs
Name Level Description
Sageear * Allows the Ronin to know if something said is the
truth or not.
Luck ** Allows the Ronin to become extremely lucky (Extra
Successes).
Fudge ** Allows the Ronin to inflict a target with bad luck
(loss of Successes).

52
Forces Gifts
Name Level Description
Catseye * Allows the Ronin to see perfectly in even complete
darkness.
Chistatic ** Allows the Ronin to focus surrounding static
electricity and discharge it though a hand to hand
attack (Extra damage).
Deflect ** Allows the Ronin to deflect missiles by redirecting
their kinetic energy (success equals a deflection,
successes equaling the attackers roll mean a
reflection back towards the attacker).
Farleap ** Allows the Ronin to increase the length of a leap
(multiply distance of a normal jump roll by
successes) or to perform unbelievable acrobatic
feats by channeling kinetic energies around the
Ronin to add to, and manipulate, the user's
maneuver.
Strikebac *** Allows the Ronin to redirect a melee attack against
k him back to the attacker. Damage equal to
successes is instead inflicted upon the attacker.
Flight *** Allows the Ronin to harness surrounding energies
and transmute them into kinetic energy that allows
him to fly.
Pyro *** Allows the Ronin to harness surrounding energies
and transmute them into a blast of fire or some
other harmful energy blast (chosen when gift is
learned).

Life Gifts
Name Level Description
Palmread * Allows the Ronin to read the avatars of Matrix
citizens to know their general health, age, sex and
similar knowledge. With deeper concentration the
Ronin can learn the same information about the
target's real body.
Regen ** Allows the Ronin to heal damage to his Avatar,
and psychosomatically heal any real damage
caused by the Matrix at the same time.

53
Potence *** Allows the Ronin to increase his Avatar's physical
strength. Other similar gifts exist to increase other
physical attributes (Agility and Fortitude).
Disguise *** Allows the Ronin to alter the physical appearance
of his Avatar.
Aid *** Allows the Ronin to heal the Avatars of others

Mind Gifts
Name Level Description
Vibesi * Allows the Ronin to read the emotional status of people
ght around him.
Flash * Allows the Ronin to function at accelerated speeds.
Minds ** Allows the Ronin to read the specific thoughts going through
ight the targets mind.
Impul ** Allows the Ronin to implant a quick mental or emotional
se impulse into a target. A specific emotional or mental impulse
must be chosen when the gift is first learned. This gift can be
learned over again with different impulses.

54
Prime Gifts
Name Level Description
Matrixsight * Allows the Ronin to see the primary binary code of the
Matrix and understand or decode it.
Binaryblight ** Allows the Ronin to cause damage to the base binary
code of an object or person (aggravated damage) which
takes longer to heal.
Spirit Gifts
Name Level Description
Agentsense * Allows the Ronin to sense the presence of
sentient programs, Agents.
Exit *** Allows the Ronin to create an exit for himself
without the operator (works only for himself).

HACKING AND PROGRAMS


Hacking programs are created essentially in the same way as
a magical effect, except slowly and on a computer to be saved
and loaded during Matrix runs. Roll Intelligence and Hacking
with a difficulty of three plus the highest sphere used. Successes
in a extended roll that are required equal five times the total
number of spheres used in all effects and the time required to
create the program equals the number of successes needed
adding another full time cycle to the total required for every extra
roll that is required to accumulate the needed successes. Of
course this does not have to be constant, it is just the time
needed in straight hard work, a programmer can work on a
project over months in his spare time, but the time is the
minimum before the program will be finished. If the roll is
botched anytime during the creation the program is totally
fucked and must be scrapped and started over again. A failure
just adds another long time period to the work.
For example, a programmer is attempting to create a time
acceleration program for his awakened's next run, a Time 3
effect. So he needs a total of 15 successes at difficulty of 6 and
time of work for each roll is 15 hours, quite a long time. With a
programming ability of 8 (intelligence of 4 and hacking at 4) with
an average of 4 successes every working time period it will take
him a total of 57 hours (working for 8 hour shifts a day straight
until done equals 8 days).

55
When an operator has some pre-made programs and wishes
to use them he simply loads them up and runs them. Unless the
program is in constant effect, in which case the effect successes
may already be programmed, the operator must roll hacking to
use the program properly and effectively. In cases of emergencies
and stress it does become appropriate for the operator to have to
make hacking rolls to search and load the right programs and if
he botches he causes the program to shut down or worse they
work perfectly, but generate extra Paradox.

Standard Issue Programs


Anti-Fuzz
This scrambles the pirate signal that the awakened use to
enter the Matrix so that Paradox effects have a hard time being
used to trace the physical location of the awakened's ship in the
real world. It is the program that works as the awakened
background of Arcane by confusing and redirecting any tracing
effort made by the Machine. Any Paradox roll must have
successes equaling the rating of the Anti-Fuzz program, which is
rolled just before the Matrix run. The successes rolled equal the
rating for the entire run so it is wise to put extra effort into
running this program. (Correspondence ** and Spirit **, Difficulty
5).

56
The Phone
The phone allows any Matrix runner to dial her operator or
visa versa. The actual phone can be any one; it is the number
that is the program effect, but this can be traced, being one the
easiest ways for a Storyteller to use up some previously acquired
Paradox. (Mind ***, Difficulty 6).

Exit
Exit allows the operator to gate in and gate out his Matrix
runners. The exits always take the form of phones and are not
always in the most convenient places. The exit program also has
a location subroutine to obviously locate the closest exit and
then open it. The exit program is actually a very complex and
powerful program which gates in pirated signals, creates avatars
within the Matrix for the runners and masks its own signal. It was
the first talisman program created and then cracked so that the
war could start. (Correspondence ***, Forces ***, Life *****,
Matter **, Mind ***, Prime ** and Spirit * and ***, Difficulty 8).

Eye in the Sky


Eye in the Sky allows the operator to keep tabs on his
runners and their surroundings. It also allows him to call up
important information about the surrounding buildings, such as
schematics and hidden information, and people, if any are
Agents or not, and allows him to see sudden shifts in the Matrix
such as agent manipulations. (Correspondence **, Difficulty 5).

Touch of Grace
This is an advanced Eye in the Sky program that allows the
operator to help one of his runners who is in trouble by luckily
finding exits, escape routes and the like as well as allowing the
operator to inflict minor changes in order to help the runner.
(Correspondence **, Entropy **, Matter ***, Prime **, Difficulty 6).

57
MARTIAL ARTS
Anyone who has seen the movie will agree with me that the
simplistic system of martial arts found in the Storyteller System is
just not enough. So here I have adapted from another
anonymous game system an alternative system for martial arts.
This system does not replace the existing system, only
complements it with an expanded foundation for martial arts
styles and maneuvers.

Basics
To learn a martial arts style costs three times the freebies or
Experience as a normal skill. To learn the first level of a martial
arts style costs 9 experience and to advance costs the current
level x 6 experience. Budo Maneuvers cost 10 Experience to learn
and each Ki-Force has its own experience cost. If the Storyteller
wishes he can drop the cost to learn martial arts to double the
normal skill cost when the student learns under a master of the
style.
Each style will have the same basic maneuvers although in a
role-playing sense many emphasize a specific way to fight. Many
believe in acting defensively and turning the attacker against
himself while others are fierce and aggressive. In terms of the
system, each style will differ in the kinds of Budo Maneuvers it
will offer. Whenever a character makes a martial arts attack he
must choose which style to use and roll with that skill level. The
same applies to Budo Maneuvers, the skill with the specific style
is used. Many styles also train the artist in the use of melee
weaponry. If this is so only one weapon may be learned through
the martial art unless another one is taken instead of a Budo
Maneuver. Any melee weapon used other than the one taught
through a style of martial arts must use Melee as usual.
The first level of a martial arts style teaches the basics to the
styles way of maneuvering (attacks, kicks, blocks, dodges, etc.).
When the character reaches level three in a martial arts style he
can begin to learn the style's Budo maneuvers at a cost of 10
experience each. When the character reaches level five in the
style he may also begin to learn Ki-Forces. Each Ki-Force has a
specific experience cost. Ki-Forces sometimes mimic some Ronin
gifts or the powers of the Gifted, but no Ki-Force will ever
generate Paradox.

58
Basic Maneuvers
All martial arts styles, unless noted in their descriptions, use
all of the following basic maneuvers without each specific
maneuver being learnt as a separate skill.
Block Dex, Difficulty 6 Every success subtracts from the
assailant's attack roll.
Dodge Dex, Difficulty 6 Every success subtracts from the
assailant's attack roll.
Hold Str, Difficulty 6 Attack roll minus target's strength (+
Style if possessed) successes. If still
successful the target is held immobile
for another turn and takes one
damage for every extra success.
Kick Dex, Difficulty 7 Straightforward kick. Damage is Str +
1.
Parry Dex Difficulty is the used weapon's normal
difficulty. Every success subtracts
from the assailants attack roll.
Strike Dex, Difficulty 6 Straightforward punch or chop.
Damage is Str.
Sweep Dex, Difficulty 7 Sweeps the legs out from under the
target. Damage is Str - 1 and target is
knocked prone.
Tackle Str, Difficulty 7 Tackle or charge that knocks the
target down. Damage is Str and target
is knocked prone, but attacker must
then roll Dex (difficulty 6) or fall as
well.
Throw Dex, Difficulty 7 After a successful hold attack the
holder may throw the target. Damage
is Str and target is prone.
Weapon Dex Difficulty is the normal difficulty of
the used weapon and damage also
normal for the weapon.

59
Arnis
Arnis is a Philipino martial art which emphasizes the use of a
short staff or stick called the Escrima Stick -- although Daggers
may be substituted. Because of its emphasis on the Escrima Stick
the difficulty for using one is one less. Escrima Stick: Regular
Difficulty 4 (Arnis Artists 3), Damage S+1. Pencak Silat, an
Indonesian style, is a similar martial arts style and can be used
instead of Arnis with modifications only to the weapons available
such as Short Swords, The Pedang (same as Escrima Stick), and
Long Daggers.
Budo maneuvers include Break Weapon, Circle Cut, Evasion,
Ground Fighting, Iaido, Kiai, Knock Out, Lightning Attack,
Strangling Grip and Whirlwind.

Commando Training
A versatile training with no real emphasis on anything. Sort
of a jack-of-all-trades kind of martial art style. Commando
Training also teaches how to use Daggers and Knives.
Budo maneuvers include Break Grip, Circle Kick, Elbow
Strike, Flying Kick, Joint Lock, Knee Strike, Knock Out, Lightning
Attack, Strangling Grip, Tornado Kick and Uppercut.

Jeet Kune Do
A free-form style, Jeet Kune Do is the martial arts form
created by Bruce Lee. Because of its free form it is completely
open to all Budo Maneuvers and a Jeet Kune Do student may
choose any weapon to train with and integrate into the style.

60
Jujitsu
Known as the 'Soft Way', Jujitsu emphasizes defense and the
ability to turn the attacker against himself. Without any real
training with weaponry because of its emphasis on defense the
Jujitsu artist trains more on mastering his defensive maneuvers
and thus gains a bonus of minus 1 to the difficulty of any Jujitsu
defensive maneuver including defensive Budo Maneuvers.
Aikido is a similar style and can be used instead of Jujitsu
without modification.
Budo Maneuvers include Break Grip, Break Weapon, Counter
Throw, Deflect / Catch, Evasion, Kiai, Knock Out, Return Attack,
Root and Strangling Grip.

Karate
Karate is an offensive sport where the emphasis lies on
attacking fast and hard. Weapon training with Sticks, Staffs or
Nunchaku is included. With its emphasis on fast and hard
punches and strikes a Karate Artist gains a bonus minus one to
the difficulty of Karate Strikes. Instead of Karate a character may

61
choose Tae Kwan Do which is similar but places emphasis on
kicks instead of strikes (change bonus to kick attacks).
Budo Maneuvers include Breaking Blow, Eagle Claw, Elbow
Strike, Flying Kick, Kiai, Knee Strike, Lightning Attack, Tiger Leap,
Tiger Paw and Whirlwind.

Kendo
Kendo is Japanese fencing, one- or two-handed, combining
the weapon with martial arts training. Obviously the emphasis is
on the sword, but this gives the Kendo a bonus of minus one to
the difficulty of Kendo sword use. Kendo is the sport and art of
Japanese fencing, but the true fighting style of Japanese fencing is
called Kenjitsu. Kenjitsu can be used instead of Kendo without
modification.
Budo Maneuvers include Break Weapon, Circle Cut, Evasion,
Ground Fighting, Iaido, Kiai, Knock Out, Lightning Attack, Tiger
Leap and Whirlwind.

Kung Fu
A generic term for a large number of offensive martial arts
styles such as Hung Fot, Wing Chun, White Crane and Shaolin.
All number of martial arts weapons may be integrated with the
Kung Fu style and the Kung Fu artist may choose to emphasis
either strikes, kicks or his specific weapon (bonus of minus one
to the difficulty).
Budo Maneuvers include Break Grip, Breaking Blow, Circle
Kick, Elbow Strike, Kiai, Knee Strike, Lightning Attack, Root, Tiger
Paw and Tornado Kick.

Savate
A French kickboxing style with some wrestling, Savateurs
train as well with some fencing or cane use. Emphasis is on kicks
and Savateurs gain a bonus of minus one to the difficulty of all
Savate kick attacks.
Budo maneuvers include Break Grip, Circle Kick, Evasion,
Flying Kick, Kiai, Knock Out, Tail Sweep, Tiger Leap, Tornado Kick
and Uppercut.

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T'ai Chi
T'ai Chi is a Chinese martial art rooted in Taoism and consists
primarily of defensive techniques and redirecting an attackers
energy. Weapon training can be with the Sword, Staff or Spear.
Budo Maneuvers include Break Grip, Break Weapon, Circle
Kick, Counter Throw, Deflect/Catch, Evasion, Kiai, Knock Out,
Return Attack, Root and Tiger Paw.

Budo Maneuvers
Break Grip Style + Dex, With this a martial artist may
Difficulty 6 break instantly from any hold or
grip attack. This does not cost any
action if a successful roll is made,
but even if it fails the hold is still
broken.
Break Style + Dex, With a successful attack the
Weapon Difficulty weapon opponent's weapon is destroyed.
Breaking Style + Str, After a turn of intense
Blow Difficulty 6 concentration the martial artist
can make a powerful strike
capable of breaking wood, stone
and bone. Every success on the

63
Breaking Blow roll is an automatic
damage success on the next turn's
strike attack (if the strike hits).
Circle Cut Style + Dex, Circle strike with the sword or
Difficulty weapon, other melee weapon (not
Dam weapon necessarily a cutting weapon)
hitting all opponents around the
martial artist. Make a circle cut
attack roll for each opponent
surrounding the martial artist
without splitting the dice pool,
although the difficulty goes up 1
for every extra opponent beyond
the rating of the style.
Circle Kick Style + Dex, Same as Circle Cut but is a Kick.
Difficulty 7, Dam
Str
Counter Style + Dex The martial artist uses the
Throw Difficulty 7, Dam attacker's own momentum to
Str throw the assailant. The
maneuver roll is a defensive roll
against the assailant's attack roll,
each success taking away from
the attacker's successes.
Defensive Style + Sta, A short intense scream that
Kiai Difficulty 6 accompanies an attempt to soak
damage from an attack. This is a
defensive maneuver, not a
reflexive one, and counts as an
action. Every success soaks an
extra level of damage after the
regular soak roll is done.
Deflect / Style + Dex Allows the martial artist to deflect
Catch or catch incoming missiles with a
successful roll. Thrown missiles
difficulty 6 to deflect and 7 to
catch. Arrow difficulty 7 with 2
successes to deflect and 8 with 2
successes to catch (+1 difficulty
for crossbow bolts). Bullets
difficulty 10 with 3 successes to

64
deflect and 10 with 5 successes to
catch.
Eagle Claw Style + Dex, This is a normal strike with the
Difficulty 6, Dam fingers curled into raking
Str weapons. Although the damage is
normal the strike is quite painful
and all wound penalties (from
pain) are 1 extra (Hurt -2 penalty)
for the rest of the scene.
Elbow Strike Style + Dex, Because of the unsuspecting
Difficulty 5, Dam nature of this attack the opponent
Str has a +2 difficulty to defend
against it.
Evasion Style + Dex, This allows the martial artist to
Difficulty 6 make an incredible acrobatic
dodge evading many attacks at
once. May make an automatic
Dodge roll against as many
opponents as the level of the style
without splitting the dice pool.
Flying Kick Style + Dex .
Difficulty 7 Dam
Str +4
Ground No Roll Trains the martial artist to be able
Fighting to effectively fight while in
ineffective positions, including
prone, without penalty.
Iaido Style + Dex, Martial artist may draw his sword
Difficulty weapon, and strike at the same time in one
Dam weapon motion.
Joint Lock No Roll This maneuver allows a martial
artist to inflict extra damage on a
target already within a hold
attack. Every turn that the target is
in a hold the martial artist may
add a Str + 1 damage roll to the
hold.
Knee Strike Style + Dex, Because of the unsuspecting
Difficulty 5, Dam nature of this attack the opponent
Str +1 has a +2 difficulty to defend
against it.

65
Knock Out Style + Dex, Strike exactly to do no harm but
Difficulty 6 put an opponent out cold.
Opponent must make a Stamina
roll (difficulty Style level +3) every
15 minutes to try to wake up (-1 to
difficulty for every roll after the
first).
Lightning Style + Wits, Automatic free strike first in every
Attack Difficulty 6 turn. If two or more have this then
they must roll to see who goes
first.
Offensive Style + Dex, A short focused scream that
Kiai Difficulty 6 accompanies an attack which
places the opponent off balance.
The opponent must make a
Willpower roll to be able to
defend the attack (difficulty 6,
must make as many successes as
Kiai roll).
Return Style + Dex, Allows the martial artist to
Attack Difficulty 6 redirect the energy of the attack
back around to the attacker. Must
make a contested roll against the
attack or the maneuver fails
completely.
Root No Roll The martial artist is immune to
sweeping or tackling attacks. He
cannot be knocked down.
Strangling Style + Str, Opponent is held and must make
Grip Difficulty 6 a contested Stamina roll against
the martial artist or loose
consciousness. The martial artist
may continue the grip after the
opponent falls unconscious. If so
the contested roll continues. If the
opponent succeeds he wakes; if
he fails he takes damage equal to
the number of extra successes the
martial artist makes. If left
unconscious the opponent must
make a Stamina roll (difficulty

66
style level+3) every 15 minutes to
try to wake up (-1 to difficulty for
every roll after the first).
Tail Sweep Style + Dex, Allows the martial artist to spin
Difficulty 7, Dam around sweeping the legs out
Str - 1 from all targets surrounding him.
Make an attack roll for each target
without splitting the dice pool but
the difficulty of every roll goes up
by one for every extra target after
the number equaling the martial
artists style level.
Tiger Leap No Roll Can leap a great distance (Style +
Str + Dex feet) from a stand still
and make an attack
simultaneously.
Tiger Paw Style + Dex,
Difficulty 6, Dam
Str + 3.
Tornado Style + Dex, Allows the martial artist to jump
Kick Difficulty 7, Dam up, spin around, kick an
Str + 1 opponent behind him and return
to his original stance without
penalty. The opponent is +2
difficulty to defend against this
surprising tactic.
Uppercut Style + Dex,
Difficulty 6 Dam
Str + 3
Whirlwind Style + Wits With a successful roll the martial
Difficulty 6 artist may attack as many times as
he can normally with the bonus
of one free extra action, but any
actions that would be required to
change positioning or cover a
distance is negated as the style's
attacks themselves propel the
martial artist around the area with
blinding speed and acrobatic
agility.

67
Ki-Forces
Air Attack 25 Can attack in a way that sends a blast of
air up to 30 feet away, projecting the
attack through the air to strike as normal.
Coma 20 Can enter a coma like deep trance for up
to a month.
Combat Mind 30 By reading the movements of an opponent
the martial artist gains a -3 to the difficulty
of all defensive maneuvers against his
attacks.
Endurance 25 No longer tire and only need four hours of
sleep every 24 hours.
Enhanced 25 All senses become enhanced to at least
Senses twice their former ability.
Fast Reactions 30 Gain one extra action every turn and a +5
to Initiative.
Final Blow 20 Once in the martial artists life he may
ignore all wound penalties, including
death, for a number of turns equal to his
style rating.
Iron Skin 30 Strengthens the Chi around the martial
artist, giving him an armor rating of 1.
Levitation 25 Through intense meditation the martial

68
artist may levitate himself at a movement
rate of 6 feet per turn.
Regeneration 30 All damage heals at a rate of three times
normal human healing.
Resist Pain 25 With a Stamina roll (difficulty 6) the
martial artist may negate any wound
penalties for the scene.
Resist 25 Through intense meditation the martial
Temperature artist may resist extremes of temperature
for short times without injury.
Resist Hunger 25 The martial artist's body needs little to
sustain itself. The martial artist can go
without food for a month and water for
two weeks.
Sixth Sense 25 The martial artist gains an extra sense that
warns him of immediate danger.
Vitals Strike 40 Martial artist makes a regular attack with
+1 Difficulty. If successful the opponent
must make a Stamina roll (Difficulty Style
+ Dam inflicted). If this roll is successful
the opponent is stunned and loses his
next action. If failed the opponent is
knocked unconscious as a knock out. If
the roll is botched the opponent is killed
instantly. All Damage inflicted with the
strike is lethal instead of bashing.
Voice Control 30 Target must make a Willpower roll
(Difficulty Style + 3) or obey simple
commands given by the martial artist.

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