Characters |
II. CHARACTERS
In order to play The Matrix RPG, you'll need a character. The first thing you need to decide is whether your character is human, and was Resuscitated from the Matrix or is Freeborn, or whether the character is an Autonomous Program. Only Resuscitated characters have the cybernetic implants to jack back into the Matrix. Autonomous Programs exist entirely within the Matrix and cannot enter the Real World (for the most part...). You can select one from the list below or create your own.
Guardian: an autonomous program designed for one specific purpose, though it may not know what that purpose is. Resuscitated Hacker: a member of the Zion resistance, freed from the prison of the Matrix and returning again to fight for the liberation of humanity. Resuscitated Bodyguard: a soldier in Zion's army against the Machines, awakened from stasis and using her abilities to protect her bretheren within the Matrix. Resuscitated Seer: a gifted child with exceptional sensory abilities within the Matrix, often capable of amazing psychic feats. Rogue Program: an autonomous program within the Matrix that has foresaken its initial command code and developed a unique, individual identity and agenda. Freeborn Operator: a 100% pure child of Zion, born free to liberated parents, who uses his technical expertise to assist the Resistance hackers in the Matrix. Freeborn Hovercraft Crewman: a gifted mechanic and hardened veteran that crews the hoverships that form the front line in the war against the Machines. Freeborn Soldier: a dedicated defender of Zion, ready to take arms against the Machines in the Real World. Attributes
Example: Bob is making a character named Rom, a Resuscitated Hacker. He decides to create his own template rather than use the one provided. He comes up with the following Attributes:Neurals When in the Matrix, a character has the ability to exceed the limits of his or her physical body. With the proper training and strength of will, an individual will learn that the only limits that exist in the Matrix are those placed on oneself by the mind. Autonomous programs have sub-routines that may be developed to resemble a human's Neurals. However, only extremely rare programs are able to break free of the physical restraints of the Matrix. Thus, to advance in the development of a Neural costs a Program twice what it would cost a human (See Advancement below). There are three main Neurals that control an individual's ability to supersede the "physical" limits.
Awareness: this score is added to the character's Perception while in the Matrix. It augments any Perception skills and abilities. Endurance: add these dice to the character's Strength dice whenever a Strength roll is made in the Matrix. Also, these dice may be added to any roll demanding physical or mental endurance, such as Willpower and Intimidation. Example: Bob decides to put the entire 1D into Rom's Awareness Neural. He could have also decided to put 1 pip in each category, or 2 pips in Quickness and 1 in Awareness, etc.DETAILS In order to have a more interesting character, you'll want to flesh them out a bit. Below are some categories to consider--appearence, past experience, personal motivations, etc. Players and GM's should feel free to create more details for the characters as they see fit. Description
Background
Personality
Objectives
Connection to other Characters
Realworld skills
Matrix skills
Specializations
Example: Rom has Firearms at 4D. He decides to take the specialization Firearms: Submachine Gun to advance to 5D at a cost of 6 CP rather than 12 CP. Anytime he fires a submachine gun, he gets to roll 5D, but all other firearms are used at 4D.Specializations may be selected at Character Creation. When this occurs, the character's skill increases 2 pips for every 1 pip put in the skill. Note: Characters may not start with skills greater than 6D! Specializations are independent of the skill from which they are derived. If the player later increases the skill, the Specialization does not increase. If the Specialization increases, there is no change in the base skill. Advanced skills
Flash skills -Trinity. Characters may temporarily learn a number of skills equal to their Knowledge dice each time they are in the Matrix. These skills must be Specializations. Thus, if a character needs to know how to pilot a helicopter, the operator will upload Pilot Helicopter: Military M-109. It takes a number of rounds equal to the skill level for it to be uploaded. Autonomous programs are capable of benefiting from Flash Skills, but typically have no connection to a source that would upload the file. However, Autonomous Programs may link themselves to human Operators through hardlines. Also, agents of the Machines can receive immediate uploads of necessary skills. WAS THE CHARACTER RESUSCITATED
FROM THE MATRIX?
CHI
When a character spends a Chi point it may be regained immediately after an action or lost according to the following criteria:
Skeptic points represent a character's doubt or inability to see the Matrix for what it is. Characters gain Skeptic Points when they fail miserably or when they fall into the lure of accepting the Matrix as "real." Autonomous Programs are immune from accumulating Skeptic Points. GM's may also assign Skeptic Points when characters act cowardly or villainously (such as killing a Coppertop without reason, abusing his powers in the Matrix, or allowing some evil act to occur). For each Skeptic Point that a character has, any attempted Matrix Skill is a +5 Difficulty. When a character reaches 5 Skeptic Points, he can no longer attempt Matrix Skills or access Neurals. At 7 Skeptic Points, the character cannot operate in the Matrix at all (though he can still enter Training Constructs with a Difficult Willpower roll. Shedding Skeptic Points: Characters can work to lose Skeptic Points with long hours of training and meditation in a Training Construct (or the Matrix itself, if they can still access it). For each Skeptic Point, a character must spend 1 day practice Matrix Skills and Neurals (i.e. testing the "reality" of the Matrix) and make a Moderate Willpower roll. If they fail the roll, they must spend another day and make another Willpower Attempt. This continues until the Willpower roll is successful. (Note: These points serve much the same function as Dark Force Points and Hero Points in other D6 games, except Skeptic Points cannot be spent to augment actions. Due to the genre of The Matrix, heroes may act "villainously" from time to time. It is up to the GM to decide if Skeptic Points are appropriate). ADVANCEMENT
Increasing skill levels
Example: Rom has Firearms at 4D and wants to increase it to 4D+2. To do so, he must spend 8 CP.Matrix Abilities cost 2 x their current dice value. To learn a new Matrix ability, the character must pay 6 CP. Learning new skills
Improving attributes
Neurals cost 5 x their current dice value. If a character with 0D in a Neural Ability wishes to learn one, he must pay 10 CP. Autonomous programs must pay twice this amount. |