D6
Legend

Table of
Contents

Game 
Mechanics

Characters

Attributes
& Skills

Actions &
Combat

Equipment

The 
Machines

The
Resistance

What's New

Links

Guestbook

Email

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

Attributes:
    Dexterity
    Knowledge
    Mechanical
    Perception
    Strength
    Technical

Neurals

Matrix Skills

Flash Skills



DEXTERITY
 

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

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (2)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.  A character trained in Brawling begins with a 2D for his Base Damage Value.  For every 3 levels in Brawling, his BDV increases by 1 die.  Thus a character with 3D in Brawling will have a BDV of 3D.
    Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

Dodge
Time Taken:  One round.
Specializations:  None.
    Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  Thus, if a character makes a Dodge roll and has 4 successes, enemies will need at least 4 successes to hit the character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of other objects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control skateboarders.

Firearms
Time Taken:  One action.  Many guns can only be fired a limited number of times per round.
Specializations:  Particular weapons types.  For example, Firearms: Rifles.
Difficulty:  Depends on Range.
    With Firearms, a character is familiar with aiming a gun and pulling the trigger.  As you might imagine, it's quite popular among Matrix Hackers.

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

Martial Arts
Time Taken: One round.
Specializations: none.
Difficulty:  Moderate for landing a simple blow.  Difficulty increases for Special Manuevers (see below).
     Martial Arts covers the study of unarmed hand-to-hand combat. Many of the Resuscitated use programs to train in an amalgam of styles.  At character creation, the character receives one special maneuver for each die they place in the skill.   When the character advances with experience, each special move costs an additional 8 CP's (a character can buy as many as he would like).

Example:  Rom has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  Later,  he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase  Spinning Kick for an additional 8 CP's.
    The Base Damage Value for a character with Martial Arts is 2D.  For every 3 levels the character has in Martial Arts, he receives an additional 1 die to his BDV (thus a character with 3D will have a BDV of 3D).
    Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

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

Missile Weapons
Time of Use: 1 action.
Specializations:  Particular archaic missile weapons:  Bow, Crossbow, Slingshot, Dartgun, etc
Difficulty:  Depends on range.

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

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

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KNOWLEDGE

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

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

Cultures
Time of Use:  1 round to several minutes.
Specializations:  Particular cultures.
Difficulty:  Easy for commonplace practices or beliefs.  Add Difficulty as the knowledge becomes more specific or arcane.
    Cultures represents a character's knowledge regarding other societies and their structures, beliefs, and practices.  It can be used as an insight into motivations or to act appropriate

Education
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
    Education indicates the depth of the character's academic background.  Characters may make Education checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Social Sciences, Life Sciences and Physical Sciences in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge.
    The table below gives a rough idea of what each level in Education represents. Note that it is not necessary to go to college to have a level 3 or 4 Education, it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Education).
 

Comparative Education Level
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World reknowned scholar
7
Revolutionary scholar

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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MECHANICAL

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

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

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

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

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

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

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

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

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

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

Pilot Tank or Armored Vehicle
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and manuevers may increase difficulty (E.g., trying to keep the heliopter in one place while someone tries to jump onto the landing gear, etc.).
Specialzations:  Particular types of armored vehicles and tanks.
    Pilot Tank/Armored Vehicle covers training in military armored combat vehicles of all types.

Ride Horse
Time of Use:  One round.
Difficulty:  Easy for basic piloting.  Particular weather conditions (wind, etc.) and manuevers may increase difficulty (E.g., trying to keep the heliopter in one place while someone tries to jump onto the landing gear, etc.).
Specialzations:  Particular types of armored vehicles and tanks.
    Pilot Tank/Armored Vehicle covers training in military armored combat vehicles of all types.

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

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PERCEPTION

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

Winner's Total Successes > 
Loser's Success
Price Multiplier
1
 x 1.5
2
 x 1.75
3
 x 2
4
 x 3
5
 x 4
6
 x 5

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

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

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

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

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

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

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

Difficulty
Result
Difficult One additional action without penalty.
Heroic  Two additional actions without penalty.

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

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

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

Desired Outcome
Difficulty
Surface emotions + 0
Emotions or thoughts the target actively attempting to hide + 1
Emotions or thoughts that the target is in denial about +2
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) +3
Attempting to use this skill in a single round +3
Spending 3 rounds to use this skill. +2
Spending 5 rounds using this skill. +1
Spending a full minute using this skill. +0
Interviewing target (asking personal questions). -3
Observing the target closely for more than one hour. -2

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

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

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

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STRENGTH

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:   Easy (2).
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.  A character trained in Brawling begins with a 2D for his Base Damage Value.  For every 3 levels in Brawling, his BDV increases by 1 die.  Thus a character with 3D in Brawling will have a BDV of 3D.
    Note:  Brawling and Martial Arts is handled different in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

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

Jumping
Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's should consider this in modifing difficulties for other actions that are attempted while the character is in the air.
Specializations:  None.
Difficulty:  A die result of 3 or higher is a Success.  The distance covered depends on the number of successed gained.  See below
     Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You may notice a somewhat strange progression in the distance covered and the number of successes.  This is because almost anyone can jump at least a little, but only a few people can really jump far. 9 Successes are about the maximum that an Olympic jumper could get (assuming they didn't use Wild Dice, Chi or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting successes on nearly all the dice.  After 9 successes, the distance increases dramatically.  This is because the jumper will only get this far if aided by technology (cybernetics) or some other "superhuman" means (Matrix skills, Chi or Character Points).
    I would recommend to GM's that 9 successes be the "maximum" allowed any non-augmented jumper (this includes the use of Chi and CP's) because the laws of physics and gravity have to apply somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!
 

# Success
Approximate Distance Covered
1
Horizontal:  about 1 foot.
Vertical:  about 1 foot.
2
Horitzontal:  about 2.5 feet.
Vertical:  about 3 feet.
3
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
4
Horizontal:  about 6 feet.
Vetical:  about 5.5 feet.
5
Horizontal:  about 10 feet
Vertical:  about 6 feet
6
Horizontal:  about 15 feet.
Vertical:  about 7 feet
7
Horizontal:  about 20 feet.
Vertical:  about 8 feet
8
Horizontal:  about 25 feet.
Vertical: about 10 feet.
9
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
10
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 10 Succeses, a jumper may only achieve these distances if aided by technology.  Even Chi and CP's should not be permitted to carry a jumper this far.
11
Horizontal:  about 75 feet
Vertical:  about 35 feet.
12
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
13
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional success, add about 25 feet to the result.

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

Weight of Object
Difficulty
20 pounds
Very Easy (1)
50 pounds
Easy (2)
75 pounds
Moderate (3)
100 pounds
Difficult (4)
150 pounds
Very Difficult (5)
200 pounds
Heroic (6)
Increase Difficulty by 1 for each additional 50 pounds

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

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

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TECHNICAL

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

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

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

Difficulty
Difficulty
Very Easy (1) to Easy (2). Writing a basic program for a "primitive" operating system (such as Windows within the Matrix).
Easy (2)-Moderate (3) Writing a trace program for the Matrix; complex data access and management; simple Matrix objects (a knife, etc.).
Difficult (4) Basic autonomous software agents (rudimentary AI) (e.g., "the Lady in Red").  Code-objects with complex effects on the Matrix (a "red pill", a piece of cake that creates sexual ecstasy).
Very Difficult (5+) Complex, autonomous programs.  Wholly new objects for the Matrix (i.e., something that has never existed before).

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

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

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

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

Demolitions
Time of Use: 1 round to several minutes.
Specializations:  Particular explosives.
Difficulty:  Moderate or higher (generally).
    A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually better to attempt to disarm a bomb than just let it sit and go off by itself!

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

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

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

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

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

Repair Robot
Time of Use:  One to several rounds.
Specializations:  Particular models of robots, such as Servants, Nurses, and Sentinels.
Difficulty: Easy to Moderate depending on the complexity of the robot and the damage done.
    Repair Robot covers the ability to repair and rebuild robots.  This skill is mainly restricted to use in the Real World.   The difficulty depends upon the extent of damage to the robot.  While characters with the Electronics skills may try to fix some componant parts of a robot, they will generally not understanding how the whole device works as a whole and will work less efficiently and with less success.

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

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

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

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NEURALS

                         TRINITY:  Neo, how did you do that?
                         NEO: Do what?
                         TRINITY:  You moved like they moved.  I've never seen anyone move that fast.

    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.
    There are three main neural attributes that control an individual's ability to supersede the "physical" limits.

    Character begin with 1 die to assign to one Neural.

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MATRIX ABILITIES
  These are special skills or abilities that a character may only attempt while in the Matrix.  In general, they deal with denying the physical laws of the Matrix.
    Characters do not begin with any Matrix skills.  They may be purchased as the character becomes more experienced.  See Advancement.

Alter Residual Image
Difficulty: Easy for slight changes to Very Difficult for extreme ones.
Prerequisites:
Time to Use: One round.  This ability may be "kept up", resulting in a -1D to all other actions during this time.
Effect: Alter RI allows the user to change her physical appearance in the Matrix.  If only small changes are made, such as hair color and clothing, it is a relatively easy task.  The difficulty increases as more complicated changes are attempted:  changing sex, height, body type, race etc.  It is rumored that a few Jumpers have been able to change their appearance to that of animals and inanimate objects, but no one can support those claims.

Clone
Difficulty:  Difficult or 2 + Target's Opposed Willpower roll.
Prerequisites:  Autonomous programs with this ability need only to have it added to their code.  While this power has never manifested in a human hacker, it will require at least a Hack the Matrix-6D.
Time to Use: 1D6 rounds, +1 Round for each die of Willpower that the Target has.
Duration: Permanent.
Effect:  This insidious power resembles the ability of a common biological virus.  Like the virus, the user is able to inject his "being" (in the case of the Matrix, this is the assembled code that makes up the user's memories and appearence) into another individual within the Matrix and use the victim's body for its own purposes.  The user essentially recompiles the victim's code so that it appears as the original.  The "new" version of the person with this skill has all of the memories, abilities, and motivations of the original.  In fact, they are identical in every way and the "new" version is completely autonomous from the first.
    The autonomous programs with this ability have been able to infect a human hacker, rearranging the host's residual image to appear as the clone-maker.  However, the original can then upload his "program" into the living brain of the human hacker, an act evoking comparisons to demonic possession.  It is uncertain whether the victim retains any sense of self or can ever be saved.  Autonomous programs can also use this ability co-opt other software agents within the Matrix.
    Human hackers that use this ability are essentially copying their brainwaves into Matrix code and creating a software clone of themselves.  They retain no control over the clone once it is made (though presumably, it will believe itself as real as the original and do what it can to help "itself").  It is conceivable that the clone will begin to act on its own volition, even, perhaps, contrary to the interests of the original.  Basically, it's a psychiatry experiment waiting to happen...
    Hackers should be wary, because if their clone is capture by the Machines, it may be disassembled to reveal the hacker's knowledge (about Zion security, tactics, other operatives, etc.).

Concentration
Difficulty:  Easy.
Prerequisites:  None.
Effect:  Concentration represents a character's ability to focus her energies on a single action.  With a successful test of this skill, the character can add 4D to any their next action.  Use of this skill counts as an action.  Thus, if the action is undertaken in the same round, there is a -1D penalty (to both the Concentration roll and the next action).  If the character Concentrates one round and then acts the next, there is no penalty.  If the character is distracted (wounded, etc.) before the action can be taken, she loses the bonus from the Concentration roll.

Flight (A)
Difficulty:  Depends on the type of flight: see below:
Prerequisites:  Hack the Matrix-6D.
Effect:  Flight is the fantastic ability to completely defy the physical laws of the Matrix and propel onself through the air like, well, like Superman.    Most human hackers don't even believe that this skill is possible (hence, they will never achieve it themselves).  Others believe that only the "One" could ever disregard the rules of the Matrix so blatantly.  However, it is likely that there are some gifted hackers who would be able to achieve some degree of flight.
    This power creates a palpable disruption in the Matrix.  Not only will it shock any onlooker who happens to see the hacker flying through the air, but the System itself will sense the disturbance and be able to track it.
 

Flight Type
Difficulty
Levitation (straight up and down "flight") Easy (2)
True Flight (approx. 200 mph) Moderate (3)
Speeding Flight (approx 600 mph) Difficult (4)
Mach Flight (speed of sound) V. Difficult (5)
Light Speed Heroic (10)

Note: Creative GM's may require a Dexterity or Acrobatics roll for the flyer to land gracefully.

Hack the Matrix  ("Hacking")
Difficulty: Varies, depending on the "impossibility" of the action (see below for examples).
Prerequisites: None.  This skill level can never exceed the character's Faith skill by more than 2D.
Time to Use: One round.
Effect: The Matrix is governed by physical laws just as the Realworld is.  However, most Hackers quickly realize that they are only limited by their minds' expectations of reality in the Matrix rather than the fact of it.  Enlightened Hackers understand that they can bend the rules that apply in the Real World.
    With Hack the Matrix, the character may attempt seemingly impossible things, such as jumping from skyscraper to skyscraper or stopping bullets in midair.  Some of the applied uses of this ability are listed here:.
 
Application
Difficulties & Effects
Facilitate Jump Easy to reduce the difficulty of the jump by 1.
Moderate to reduce it by 2.
Difficult to reduce by 3.
Very Difficult to reduce by 5.
Cancel Kinetic Energy Easy + Opposing STR roll to stop a opponent's punch from causing damage.
Moderate to cancel the effects of a fall up to 10 stories (add 1 to the Difficulty for each additional 5 stories).
Heroic to stop bullets in midair (only one ability check need be made in a round to stop all bullets coming from one direction).

Note that "Cancel Kinetic Energy" requires a concentrated effort where as other damage-reducing Matrix Skills, such as Resiliency, are automatic and do not require a concentrated action.

Heal
Difficulty: Easy for Stunned characters.  Moderate for Wounded.  Difficult for Incapacitated.  Very Difficult for Mortally Wounded.  Heroic for Dead.
Prerequisites: None.
Time to Use: One round.
Effect: With this ability, a Jumper can heal the wounds another appears to have taken in the Matrix.  If the healer is successful, she decreases the target's wound level by one.  Furthermore, the wound level is reduced by one for every 5 points by which the skill check exceeds the Difficulty  number.

Juice (Strength or Dexterity)
Time of Use:  1 round to concentrate inner energies and "juice" the chosen Attribute.
Difficulty:  See below.
Duration:  1D6 Rounds.
Limitations:  After Juice has been activated,  the character will  become a little light-headed from the exertion.  He will suffer -1D to all actions for 1/2 hour.
    With a successful use, a person with this skill may temporarily augment one of his physical characteristics (chosen when the power is activated) according to the table below.
 

Difficulty
Augmented Dice
Easy +1D
Moderate +2D
Difficult +3D
Very Difficult  +4D
For every additional Difficult Level (+5), the effect is extended an additional 1D6 Rounds.

Magnify Senses
Difficulty:  Easy.
Prerequisites:  None.
Time to Use:  One round to active.  This power may be  "kept up" for 1d6 rounds plus a number of round equal to the skill check - 10.
Effect:  This skill permits the user to enhance his perceptive abilities for a short time while in the Matrix.
 

Enhancement
Difficulty
Description
Lowlite Vision Easy  The target can see as well in complete darkness (including underground) as he would during the day.
Jacked Senses Moderate Increases the acuity of all of the target's physical senses, granting a +3D to Search and Tracking rolls.
Rapid Processing Moderate Character is able to quickly process sensed stimuli in the Matrix.  Thus, bullets or blows will seem to move more slowly and the character's reaction time will seem enhanced.  Gives +1D to all Dodge rolls for the round activated and the character decides initiative for the next round as if his Perception were 3D higher. 
Complete Sight Difficult  Grants the ability to see through objects as if they were not there ("X-Ray vision"), as well as to see camouflaged or cloaked objects.
Farsight Very Difficult  Permits the target to "see" anywhere in the Matrix (or discrete Node) where she has been before (and can visualize).  People in that spot may make a Difficult Perception check to see if they get the "feeling they are being watched."  This may also be tracked back to the user by the Machines.

Manipulation (A) [Inert Matter/Fire/Water/Electricity/Temperature]
Difficulty: Moderate or higher, depending on the type of Manipulation attempted.
Prerequisites: Sense Code-4D; Hack the Matrix-6D.
Time to Use: 1D6 rounds of concentration.  More for complex Manipulation attempts.
Effect: This incredible ability appears only in the most gifted of the human resistance: it is the power to actually manipulate certain kinds of Matrix code and alter them at will.  The hacker has a special insight into a particular kind of code (which must be chosen from the bracketed categories above) and can manipulate it with a concentrated effort.  For example, a hacker with Manipulation: Inert Matter can concentrate on a rock while within the Matrix and change its shape.  It will still retain the properties of a rock, but it can be made round, or square, or sculpted into any number of shapes.  A hacker with Manipulation: Fire can control the code that represents flame in the Matrix, expanding it to create a broad conflageration or reducing it until it is extinguished.
    Manipulation appears only in very highly sensitive hackers and requires a great deal of training to be used with any proficiency.  Like the deja-vu effect that occurs whenever the Machines make changes to the Matrix, Manipulations can result in "system blips" that can be detected by the Machines and other sensitives in the Matrix.

Map
Difficulty: Easy.
Prerequisites: None.
Time to Use: One round.  This ability may be "kept up".
Effect: Map allows the character to keep a very precise mental map of the Matrix in her memory for ready use.  This may be extremely helpful when attempting to escape or evade Agents and to find necessary areas in the program.  It essentially works like a well defined street map of the area in which the Jumper is active.  It also lays out electrical lines, sewers, building blueprints, and, perhaps most important, telephone hardlines which allow access to and from the Matrix.

Postcognition ("RAM Dig")
Difficulty:  Variable.
Prerequisites:  Sense Code.
Time to Use: 4D6 minutes
Duration:  Will see one "event" or "scene" attached to a given place, object or person.
Description:  Everything that occurs in the Matrix is recorded, kept in the Leviathan's memory.  With this ability, the Hacker may attempt into that memory and read the past of a person, object or place by touching it and concentrating.  The character will "experience" images in her mind.  The clarity of the experience increases with greater success of attempt. A minimal success may leave the Hacker with a vague impression of what occurred, while a fine success will be like she was actually there in the room when the event occurred.
Difficulty:  Easy (10) for events within 24 hours.  Moderate (15) for events within 1 week.  Difficult (20) for events within 1 year.  Very Difficult (25) for events within 10 years.  Heroic (50) for events within the past few thousand years.

Phasing ("Ghosting")
Difficulty:  Moderate to completely phase.  Difficult to phase only one part of the body at a time.  Also, Difficulty should incrase when the user attempts to perform "tricks" with the skill, such as phasing through part of a moving car only to re-corporate in the passenger seat.
Prerequisites:  Sense Code-4D; Hack the Matrix-4D
Time of Use:  Immediate (requires 1 Action).
Duration:  The user must make a new roll each round this power is active (i.e., it cannot be automatically "kept up").  Human users of this skill must still breathe (most hackers breathe while in the Matrix and it requires an amazing feat of willpower to stop doing so).  Thus, most can only use this skill for a minute or two before having to stop and catch their breath.
Description:  The user of this skill is able to render his body incorporeal for brief periods while in the Matrix.  While phased, the user of this skill can pass through any solid object and cannot be harmed by any physical weapons (such as knives, bullets, flame, speeding cars, etc.).  The user cannot touch or harm others as well (bullets fired from a phased gun remain phased, etc.).  The user may use Phasing to avoid attacks rather than attempting to Dodge or Block.
    This amazing power is rarely seen in the Matrix and was only recently discovered to exist in a pair of autonomous programs known as "The Twins".   It is still uncertain whether a human hacker (other than "The One") would have the mental strength to perform it.  Because this power requires such a departure from the physical laws that govern the Matrix, it is likely that prolonged use will attract unwanted attention from the system.

Predictive Modeling
Difficulty:  Very Difficult.
Prerequisites:  Sense Code.
Time to Use:  1 + 1D6 rounds (1 to make an Easy Sense Code check and 1d6 rounds to attempt Predictive Modeling).
Effect:  With  this skill, a Jumper may attempt to predict the actions of the Computer and its minions.  This may be useful in evading pursuit or planning an attack.  The Computer is incredibly intelligent though and can change its "mind" without warning if new data are considered, thus even a successful use of this skill does not ensure that the Jumper will know for certain what will occur.

Resiliency (A)
Difficulty: Amount of damage deflected depends on the die roll achieved (see below).
Prerequisites: Hack the Matrix 2D.
Time to Use: Automatic.
Effect:  Resiliency reflect's a user's ability to deflect physical damage done to her while in the Matrix.  Essentially, the user's unconscious mind has developed enough recognition about the reality of the Matrix to disregard a certain amount of damage.  However, as the user grows accustomed to ignoring potentially damaging attacks in the Matrix, they may suffer a greater shock when they are actually damaged.  Thus, every time someone with this skill is seriously damaged (Wounded or worse), they must make a Faith check in order to avoid being given a Skeptic Point.  To decide the Difficulty for the Faith Check, the GM should roll the character's Resiliency skill; if the character fails to beat that roll with the Faith Check, the character acquires a Skeptic Point.
    A user with this skill automatically reduces damage done according to the following chart:
 

Die Roll
Damage Reduction
1-10  -1D
11-15  -2D
16-20  -3D
21-25 -4D
26+ Subtract 1 additional die for each 5 points above 26.

Sense Code
Difficulty:  Moderate.
Prerequisites:  None.
Effect:  When the Jumper focuses his senses he can actually see the binary code that makes up the Matrix.  This is particularly helpful when trying to distinguish between whether the Jumper is looking at the Residual Image of a real person or the code that compiles one of the Computer's minions.

Speed
          NEO:  What?  Are you trying to tell me that I can dodge bullets?
          MORPHEUS: No, Neo.  I'm trying to tell you that when you're ready, you won't have to.
Difficulty:  See below:
Prerequisites: Hack the Matrix (at least 2D).
Time to Use: One round.  Use of Speed does not count as an action unless the character fails her roll.
Effect: Speed augments a character's quickness to unnatural levels. With it, the character can either increase his movement rate (see below).  Often, the character will move so quickly that everyone around her will appear to be frozen in place.
 
Successes
Effect
2
1 additional actions and add 10 to the character's base movement rate for this round OR  Add Speed Dice -1D to Dodge rolls for this round. 
3
2 additional actions and add 20 to movement OR Add Speed Dice to Dodge rolls for this round. 
4
3 additional actions and add 30 to movement. ORAdd Speed Dice +2D to Dodge rolls for this round and +1 Action.
5
4 additional actions and add 40 to movement OR Add Speed Dice + 4D to Dodge rolls for this round and +2 actions.

Telekinesis
Prerequisites:  None.
Time to Use: One round.  Once activated, this power may be kept up (for lifiting objects, etc.)
Effect:  Telekinesis allows the user to manipulate "physical" objects in the Matrix.  This may be include, lifting, moving, throwing, or physically damaging objects.  When used as a physical attack, its Strength is equal to the Difficulty level attained (does not have to be declared before the attempt).
 

Difficulty
Description
Very Easy Lifting a single object that weighs less than a pound (a pencil, a spoon, etc.) and performing a simple action (spinning it slightly, bending it).
Easy Lifting an object that weighs under 10 lbs or a few  small objects that will move in concert; performing moderate actions (like throwing them at a target).
Moderate Lifting an object that weighs under 100 lbs or multiple small objects that will move in concert; or performing complicated actions (like opening a lock, driving a car, etc.)
Difficult Lifting an object that weighs under 300 lbs or moving multiple smaller objects in complicated ways.
Very Difficult Lifting very heavy objects (under 2000 lb) or moving multiple smaller objects in extremely complicated and apparently random ways.

Telepathy
Difficulty: Easy with willing minds. Moderate on unwilling (or unknowing) minds.  Moderate + opposing Willpower roll on unreceptive minds.
Prerequisites:  Hack the Matrix (at least 3D).
Time to Use: One round.  Once established, this power may be kept up.
Effect:  Telepathy allows the user to read the thoughts of another and project hers into other's minds.  These are usually only the surface thoughts.  To dig deeper into someone's memories, the telepath must make a Difficult roll.  In effect, the character is using the linked structure of the Matrix to access another's mind through their shared cybernetic connection.  Obviously, this opens up the telepath to being traced or mentally attacked.  No one has ever attempted to contact an Agent telepathically (and no one will likely live to tell of the attempt).

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FLASH SKILLS
Tank, I need a pilot program for a military M-109 helicopter.
 -Trinity.
 With modern technology, it is possible to upload the information necessary to carry out certain task directly into someone's brain.  However, this information is very specific and remains in the person's memory while they are in the Matrix.
    Characters may temporarily learn a number of skills equal to their Knowledge dice each time they are in the Matrix. 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.
    Most Flash Skills have a level equal to the controlling Attribute.  Higher quality "Flash" programs may provide skill bonuses.  Quickly cobbled-together hacks may actually have a reduced value.

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