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RULES

Posted by HeathFor group 0
Heath
GM, 8 posts
Fri 19 Apr 2013
at 19:29
  • msg #1

RULES

MASTERS OF THE MATRIX
A GURPS based RolePlaying Game.


You thought we had just entered the new millenium.
You were a century off.
The year is 2109.


"My name is Xander Hamlin.
    I'll be your Operator during your
    assignment aboard Hyperion.
    You can call me 'X'. "


The Hyperion is a Mark VI
No. 16 class Defender, circa 2079.


"I am Locke, captain of the Hyperion.
    Choosing to awaken from the Matrix
    was the first step, but do not yield to
    its seduction.  You may become
    self-afflicted with the grandeur of nothingness."


Zion has a fleet of 15 Defenders,
22 Mercury Class Recon Ships,
3 Aries Class Destroyers, and
13 other ships of various types.


The Machine World has a nearly
    limitless access to technology,
    Sentinels, and weaponry.


   Zero-One is its master Computer,
   A computer that does not rest  and does not tire.


There is only one path to victory over the Machine World:


Through the Matrix.


Masters of the Matrix is a GURPS-based online roleplaying game inspired by the hit movie trilogy.
Heath
GM, 9 posts
Fri 19 Apr 2013
at 19:29
  • msg #2

Re: RULES

What is On-Line Roleplaying?

"Leave your fantasies at the door, boys and girls.  You're jacking into the Matrix."
--X


On-line roleplaying is a game where each player takes the role of a character he creates. The actions, dialogue, and movements of the character are posted on an on-line bulletin board (BLOG), where the Game Master (GM) determines the outcome of each post.
Each player ONLY controls his or her own character (PC) and adds his own part to the story though this character. The GM will usually roleplay any characters not assigned to another player (NPC's). The game moves forward at approximately one round every day or every other day.


The game runs much like an improvised play. The story unfolds spontaneously based on the PC's actions. They generally, but not always, work as a team trying to solve a common goal. This is an on-going story. The players decide, based on the information and setting provided by the GM, where their adventures will take them.
Heath
GM, 10 posts
Fri 19 Apr 2013
at 19:30
  • msg #3

Re: RULES

Step By Step Instructions

"Every program has its rules.
Master the rules, and you master the program.
Master the program, and you master the Matrix."
--The Philosopher


Step by Step Instructions of Preparing to Play in "Masters of the Matrix."


STEP 1: THE BASICS


Read What is On-Line Roleplaying?


and


Read Tips for Players.



STEP 2: THE SETTING


Your character was recently pulled out of the Matrix and still has much to learn.  Read History.  Also check out the important NPC's that you will be interacting with in the game and current PC's in your party.


Read about the Missions.  This details any adventures you may have missed to get you up to speed.


STEP 3: MAKING YOUR CHARACTER


Make a character according to the instructions provided and develop a character backstory/background.  Feel free to ask if you have any questions by a private message (PM) to GM-Heath at rpol.net.


STEP 4: RULES


Read about how Combat Basics will be handled.


Make sure you have read and understand Matrix Simplified Approach, which will be updated from time to time with House Rules (or links to house rules) as they develop.


STEP 5: PLAYING YOUR CHARACTER


Read the In Game Tips.


See if there is any important information in the Players' Forum.


Roleplay your character when the game begins.  Your character doesn't know much either at this point, so let him/her ask questions
Heath
GM, 11 posts
Fri 19 Apr 2013
at 19:30
  • msg #4

Re: RULES

Tips for Players

"You want a tip?  Here's a quarter.
 Call your mother and tell her you ain't in the Matrix anymore.
Oh, that's right.  You ain't got a mother."
--Paradigm


Tips for becoming a good player:


1) Please keep your moves in the present tense. Write them as you want them to be seen by the other players. Don't create editing work for the GM. (He doesn't like the extra work.)


2) Likewise, only submit actions of your characters, not thoughts or internal monologue. If you submit thoughts or opinions for the benefit of the GM, separate them from the rest of the move by placing them in a private message to the GM. (Note that these can be placed inside your main message to the rest of the group on RPOL.)


REMEMBER:  This is more like reading a script than a book.  Thoughts cannot be seen.  Show, don't tell.


As a corollary, enunciate the thoughts of your characters by having them speak what they are feeling (or even mutter something to themselves) or give a vivid physical description.


EXAMPLE: Do not post: "Thor is angry at the merchant and not wanting to be surprised, he draws his sword,"


Instead, post something like this: "Thor's eyes narrow in anger and his face begins to redden. He looks around suspiciously and draws his sword while constantly glancing over his shoulder. [PRIVATE MESSAGE TO GM HEATH: Thor will be watching for any surprise attacks from the merchant or his cronies.]


3) It is okay to use conditionals and contingencies. This speeds up the game and clarifies exactly what you mean.
However, on RPOL, you can put these in an imbedded private message to the GM if it will look strange to the other PC's. If the condition is met, I can post for your character's move at that time (or you can repost if you want).


4) Give feedback. THIS IS VERY IMPORTANT I want you to develop your characters how you want them developed. If there is some connection or personal fact, or if you would like to see situations where your character can exploit a certain skill, LET ME KNOW! I enjoy interweaving stories and motivations, but juggling all the characters, adventures, and an entire world can leave me forgetful.


5) IMPORTANT: DO NOT TURN BACK TIME. Absent very strong magic, your characters cannot go back and change something that happened, even if that character did not mean to act as he or she did.
--Never say your character "did something when...."
--Do not pick apart the last move piece by piece and announce what your character is doing for each part of that scene.
We are always moving forward. Always address your moves as though they immediately follow the last move sent to you. Otherwise, your move will be ignored. I cannot tell you how many times players have tried to do this. Nothing in the game will be perfect or exactly as your character wanted to perform. Accept that. Deal with it. And move on to the present. (Luckily, I have not had this problem come up in quite a while.)


6) Allow the GM to modify your moves. Yes, it happens for various reasons, but I will not arbitrarily do things to harm your characters.
CAVEAT The exception to Rule 6 is when you are not an active player. Once I start having to control your character because you are not actively participating, then he may be in for some trouble. If you have reviewed previous games, you will have seen many characters who have met their fate this way.


Therefore, please post once daily or every other day, even if it's just to let us all know you are there. The game is propelled more by the players than the GM, so I am willing to go forward as fast as you want to take me. I'm usually a couple of adventures ahead of you.
Heath
GM, 12 posts
Fri 19 Apr 2013
at 19:31
  • msg #5

Re: RULES

The Matrix History and Background

"I was startled to discover that my entire life consisted of nothing more than a sequence of zeroes and ones."
--Binary


...excerpted from


ENCYCLOPEDIA HUMANICA
VOLUME XXXII
CHAPTER 13
ZION AFTER THE SECOND RENAISSANCE


FORWARD
A Summary of the Development of Zion and Discovery of the Matrix


Following the war against man and the Second Renaissance, surviving members of the human race were driven deep into the bowels of the earth.  Humans themselves were admittedly partly at fault.  In an attempt to deprive the machines of their primary energy source, the sun, humans had set off devices around the globe to cut off all sunlight.  The machines turned to the best alternate source of power they could conceive of--a limitless source of renewable power--by harvesting humans.  This drove survivors into pockets within the crust of the earth, miles below the destruction and danger above.


As the survivors gathered and organized themselves, they started production of a great city.  Zion, they called it, the last hope of humankind.  They formed a city government, a council, and appointed a man known as the Philosopher as their leader.  They sent patrols to the upper crust to search for survivors and steal machine technology.  They assumed that the harvested humans were unaware, in a coma-like state, and efforts to release them resulted in death.


Then they found the man known as Binary.  They could tell immediately from the jack-slots in his head and body that he was a harvested human.  He told them of the alternate reality, coined the Matrix.  He told of his position as a top programmer in the U.S. government within the Matrix, and of his discoveries that would allow others to escape the Matrix and the domination of the master computer, Zero-One.


Within several years, Binary and the Philosopher devised of a way to jack into the Matrix and retrieve more humans to join Zion.  Ships were stolen and EMP devices refined to keep Zero-One at bay during these search and retrieve missions, and a core contingency of soldiers and volunteers brought from the Matrix were sent back in.  The hope was that they could:  (1) find some way to destroy Zero-One and the Matrix to save humanity, and (2) bring back harvested humans willing to join the small community at Zion and the "real world."


...


That was three years ago.  The HRP ("Human Retrieval Program") is still in its infancy, and you are part of it.  Despite best efforts, there have been less than forty successfully revived humans, and there are still less than fifty thousand strong in Zion.  Yet these are the last and best hope for mankind.
Heath
GM, 13 posts
Fri 19 Apr 2013
at 19:32
  • msg #6

Re: RULES

Important Non-Player Characters

"Do not hate the Matrix, for it does not hate you.
Do not embrace the Matrix, for it will not embrace you."
--Gaia



The Philosopher:

[8 blank lines suppressed]

Enigma:

[6 blank lines suppressed]

Paradigm:

[5 blank lines suppressed]

Gaia:

[7 blank lines suppressed]

Locke:







X:







BINARY:
Heath
GM, 14 posts
Fri 19 Apr 2013
at 19:32
  • msg #7

Re: RULES

Missions

"Your true mission is the utter and complete destruction of the Matrix."
--Locke


"By our past are we defined.
By our actions are we molded.
By our legacies are we remembered."
 --The Philosopher


"The past is the past.  But in the Matrix, every moment--every move--every thought--
is stored...somewhere in the program."
--Enigma



MISSION 1


Mission One: Go with Binary to the secret location researching the Matrix. It was deserted. Binary was kidnapped by agents. The research codes were recovered and uploaded to the Hyperion. They provide information and codes to download various things into the Matrix (such as your weapons) and secret information, as well as details about Zero-One and the Agents. The names of the researchers planning to escape were discovered. (The other researchers are presumed to have been killed by Agents.)


MISSION 1I


Mission Two: The party (in the real world) tries to rescue four of the researchers who escaped while X tries to decode the recovered files. Two of the researchers are killed, but Sam and Elle are rescued. A strange mutant creature's corpse (with the ability to repel the Sentinels) is also brought aboard for further study. Sam switches ships to go tell Zion all he knows. Elle stays behind to help with the decoding.


MISSION 1II


Mission Three: Unfortunately, the code's scrambling algorithms were through partitioned locks, meaning the writer of the scrambling algorithms can decode it. However, Vincent Giovanni wrote what he called the unbreakable code, so his help is needed to break the last part of the code. He was a master of recoding the Matrix and very eccentric and a bit of a misanthrope -- called a genius more than Stephen Hawking, and also in a wheelchair.


Although Vincent locked himself in his own recoded "Digital Fortress," the researchers decided they always needed a chain so that the code would not be lost forever. The characters have followed this chain to get into Digital Fortress.


Mike (aka "Binary") was a close friend of Vincent, perhaps because they were both eccentric. Vincent supposedly knows where all the major Zero-One hubs are and may be able to tap into the Matrix and help locate where Binary was taken.
Heath
GM, 15 posts
Fri 19 Apr 2013
at 19:32
  • msg #8

Re: RULES

Quotes



These are famous quotes by various personages in and out of the Matrix:


"The fiercest battles are not fought on battlegrounds.
They are fought within a few cubic centimeters inside your skull.
Exactly where the Matrix resides.
Exactly where you draw your power from."
--The Philosopher


"Everything you think you know about reality is wrong.
Learn to fight.  Learn to think.  Learn everything.
Manipulate the Matrix as you would the real world--but don't stop there."
 --Locke


"In the Matrix, the code is the law."
--Gaia


"The world is not a pretty place.  The Matrix is pretty much whatever the hell we make it."
--Paradigm


"There are layers upon layers upon layers.  And that's just scratching the surface."
--Gaia




"Leave your fantasies at the door, boys and girls.  You're jacking into the Matrix."
--X


"I was startled to discover that my entire life consisted of nothing more than a sequence of zeroes and ones."
--Binary


"What happens in the Matrix stays in the Matrix."
--Paradigm


"Do not hate the Matrix, for it does not hate you.
Do not embrace the Matrix, for it will not embrace you."
--Gaia


"Your true mission is the utter and complete destruction of the Matrix."
--Locke


"By our past are we defined.
By our actions are we molded.
By our legacies are we remembered."
 --The Philosopher


"The past is the past.  But in the Matrix, every moment--every move--every thought--
is stored...somewhere in the program."
--Enigma


"Cling to those you trust.
But then again, trust no one.
Every program can be cracked.
And how simpler is it yet to crack a man."
 --Enigma


"In the Matrix, you are as you perceive yourself.
Your vision makes you.  It will also destroy you.
The Matrix can take as easily as it can give."
--Locke


"You want a tip?  Here's a quarter.
 Call your mother and tell her you ain't in the Matrix anymore.
Oh, that's right.  You ain't got a mother."
--Paradigm


"Every program has its rules.
Master the rules, and you master the program.
Master the program, and you master the Matrix."
--The Philosopher
Heath
GM, 16 posts
Fri 19 Apr 2013
at 19:33
  • msg #9

Re: RULES

Tips for entering the Matrix

TIP 1:


Always have your cell phone in the Matrix.  It is your lifeline to the real world.  Through it, your Operator can direct you through buildings and to the nearest available "EXIT," which is almost always a public telephone line.


TIP 2:


Talk to your Operator.  That's what he's there for.  But also be sure to take his advice.


TIP 3:


Know thy enemy.  If you are facing an agent or enemy that can use a Focus skill, prepare for it accordingly.


TIP 4:


Look for items in the Matrix.  You go in with no equipment except what is programmed to go in with you, which is according to the Captain's choice until you are experienced.  But that doesn't mean you can't pick up items in the Matrix and use them.


TIP 5:


Detail your moves.  At first, martial arts and combat is random, but you can detail how your moves are performed (elbow jab, kick, slash, jab).  Some moves have special rules, such as a called shot.  Use them strategically.


TIP 6:


Expect the unexpected.  After all, what CAN'T happen inside a giant computer program?  Beware of loose loyalties, deceipts, traps, and, of course, Zero-One's agents.


TIP 7:


You are in control of your character.  The game will not be manipulated to control your character or to take any special means to protect your character, so be careful.


TIP 8:


This IS NOT a combat balanced game, although there is always at least one way to get out of every situation.  This means that you are not likely to be able to win every battle.  Don't approach every enemy with intent to kill or thinking there is balance in strength of forces.  (NOTE:  Many battles actually are balanced despite this disclaimer, but you certainly can't expect it.)


TIP 9:


You will find allies and enemies in the Matrix, and you will find allies and enemies in Zion.  Know which is which.


TIP 10:


If you see an Agent, RUN!
Heath
GM, 17 posts
Fri 19 Apr 2013
at 19:33
  • msg #10

Re: RULES

Code Breaker Skills

What are Code Breaker Skills?


These are special skills -- sometimes superhuman in quality -- that your character has learned by his ability to manipulate the Matrix.  These skills set your character apart from the average oblivious person in the Matrix.


Code Breaker skills are bought with Code Breaker Points and then used according to the description for each skill.


List of Code Breaker Skills


Here are a list of special Codebreaker Skills usable only in the Matrix.  (Note that these are often used like Advantages in GURPS instead of skills per se.)  If you have an idea of a Codebreaker Skill not on this list, ask permission from the GM.


Note that Codebreaker Skills can only be bought with Codebreaker Points (CBP).  They may not be bought with Character Points, which are used for skills.  However, you may convert Character Points to CBP points if you desire.


3 CP = 1 CBP


In normal GURPS, advantages are not normally added after character creation.  However, as your character masters the Matrix code, he can learn the following abilities as Matrix Skills:


Codebreaker Fatigue


In Masters of the Matrix, two types of fatigue are used.  The first is the normal fatigue described in the GURPS rules.  The second is Codebreaker Fatigue (CB Fatigue).


Manipulation of the Matrix is a strenuous effort.  It therefore takes at least 1 CB Fatigue per attempt to use a skill, unless specified otherwise.  Fatigue is measured by the Strength Score.  You receive a number of Fatigue points equal to your Strength upon jacking into the Matrix, and that Fatigue is used up each time a Code Breaker Skill is used.  Once Fatigue reaches 0, the character can no longer use any code breaker skills until after exiting the Matrix.


However, if you use all Codebreaker Fatigue points and still need to use Codebreaker Skills, then you can tap into your regular fatigue, but it will physically fatigue you as it does in the regular GURPS rules.  In other words, you get your strength points worth of CB fatigue for free, but after that it starts affecting you.


Important Note:  Whereas regular fatigue quickly disappears when your character rests, if you tap into regular fatigue to use CB skills, you will not regain that fatigue simply by resting.  You must jack out of the Matrix.  This means it will also continue to affect combat and physical skills in the Matrix as though you are constantly fatigued.  This is very important to keep in mind.


In your character sheet, make sure you have two attributes listed:
Example:
Fatigue: 10/13
CB Fatigue: 9/13


Remember, your basic fatigue is your basic Strength Score.  Therefore, unless you have enhancement, your fatigue and CB Fatigue base score should be equal.  Use of CB Fatigue does not affect regular fatigue, which is handled the same as in the GURPS rules.


Your CB Fatigue is fully regenerated each time you enter the Matrix.



Code Breaker Skills
What are Code Breaker Skills?


The following is a list of all Code Breaker skills in alphabetical order.
For an individual list of skills by hyperlink, click on List of Code Breaker Skills.


Use of Code Breaker Skills
Unless specified otherwise, Code Breaker Skills are treated as Psi Skills under the GURPS Rulebooks.
Concentration:  Use of a Code Breaker Skill, unless specified otherwise, requires the user to take one turn of Concentration as his chosen maneuver for that turn.
Fatigue: This describes how much CB Fatigue each CB Skill uses.
Prerequisites:  Some Code Breaker Skills build upon other skills.  Without first obtaining the prerequisite skill, the character cannot take the Code Breaker Skill.
Matrix Disruption:  This gives the percentage that will be rolled to see if the hacker's code changes raise any red flags with Zero-One.  If the percentage or lower is rolled, Zero-One is made aware of the action and its alarms are raised.  Most skills relating to altered perception do not alarm Zero-One, whereas skills modifying the Matrix code have the highest chance of alarming Zero-One.
Sometimes, touching objects or using skills will require skill checks not set out in the descriptions below.



List of Code Breaker Skills


Absorption (15 CBP per level)
The hacker can absorb kinetic energy (bullet, impact, blunt or piercing).  The energy is absorbed into the body and its code translates to a minor uninjurious blow depending on the level of absorption.
Level 1: The hacker absorbs 3d6+3 points of damage (such damage is ignored).
Level 2: The hacker absorbs all damage for his complete turn.
Level 3: The hacker absorbs all damage and converts that energy to heal any prior wounds.
The use of Absorption must be announced at the beginning of the turn.
Concentration:  No.
Fatigue:  2, 4, 6 respectively according to level.
Prerequisites: None.
Matrix Disruption:  0%


Adhesion (12 CBP)
With this ability, a hacker can "link" the code of his Residual Image to any hard surface in the Matrix. This may be used to climb walls without gear and ensure important things (like handy cell phones or a teammate) aren't dropped into howling chasms.  If climbing walls, the hacker may only climb twice his ST in yards before resting for 1 minute without physical fatigue.
Move is halved while climbing on a wall or ceiling.  The hacker can stop at any point and stick to the surface without fear of falling.
If the hacker is falling and tries to grab a wall before hitting the ground, then if the wall is in reach, a DX check must be made to touch the wall.  Then a successful ST check must be made (with modifiers of -1 for each 5 yards fallen).  If failed, 5 yards are still subtracted from the distance because of the slowing effect the failed attempt had on the fall.
Concentration: Yes.
Fatigue:  1 per 5 turns used (rounded up).
Prerequisites:  Enhanced Climbing, Level 1.
Matrix Disruption: 5%


Advanced Healing
The hacker has the following attributes dependent on which type of advanced healing is purchased.  Each type may be purchased separately.
No Blood Loss: The hacker never suffers the effects of blood loss or bleeding. (5 CBP)
Brain Disembodiment:  The hacker may ignore knockout and stunning effects to the brain, head or jaw, and blows to the brain do not score quadruple.  (5 CBP)
No Vital Organs:  The hacker's residual image contains no need for vital organs, and any special effects for damage to the groin, kidneys or vitals are ignored and no bonus damage scored. (5 CBP)
Recovery: The hacker's residual image never loses consciousness up to negative HT.  After negative HT, unconsciousness is measured in seconds rather than minutes and the hacker may roll against HT to revive consciousness. (5 CBP)
Regeneration: The hacker has rapid healing and double the normal HT is restored for any healing or first aid attempt.  The hacker may also regenerate body parts on a successful HT check that restores at least ½ of normal HT or more on one attempt. (8 CBP)
Automatic Regeneration: (Prerequisite: Regeneration.) The hacker automatically begins reconfiguring his residual image after an injury as long as he is conscious, receiving 1 HT per turn and regenerating limbs when reaching over 50% normal HT. (20 CBP)
Resurrection:  (Prerequisite: Automatic Regeneration.)  The hacker's residual image cannot be killed.  He will automatically regenerate per the Automatic Regeneration ability regardless of consciousness.  However, the hacker's residual image may be “destroyed” per combat rules; short of destruction, the hacker's real world body cannot die due to death in the Matrix. (20 CBP)
Reincarnation:  (Prerequisite:  Resurrection.)  So long as his real body remains organically viable, the hacker may regain consciousness in the real world.  His programming code for his residual image mixes into the binary code of the Matrix upon destruction of his residual image body and reconfigures in HT number of hours at a point determined by the GM. (8 CBP)
Concentration:No.
Fatigue:  No.
Prerequisites:  Healing.
Matrix Disruption:  Depending on GM determination.

Anti-Gravity (5, 12, 20, 40, 50 CBP)
The hacker subconsciously reprograms the Matrix code around his body to make him more resistant to gravity, purchased at the following levels:
Super Jump 1: Double normal jump distances.
Super Jump 2: Doubles Super Jump distance and allows for levitation up to 10 feet.
Super Jump 3: Doubles Super Jump 2 distances and creates no harm from landing from a jump (but not applicable to other falls).
Fly: The hacker can fly and hover at any altitude under complete control.  Flight speed is twice normal Move.  (This does not bestow the ability to do complex acrobatics and tight turns; the Flight skill is required for that.)
Super Flight: This doubles a hacker's flight speed and allows for full range movement and attacks as though on solid ground with no related negative modifiers.
Since jumping is performed by way of an upward arc, characters should be careful before attempting a super jump with a low ceiling.
Concentration: Yes, initially 1 second.
Fatigue:  1 per 10 seconds (allowing for multiple jumps).
Prerequisites: None.
Matrix Disruption:  (SJ 1: 0%); (SJ 2: 5%); (SJ 3: 10%); (Fly: 30%); (Super Flight: 50%).


Assembly (25 CBP)
Assembly is creation programming from inside the Matrix. It permits the user to create new objects from (apparently) thin air. The object or program created by this skill is persistent in the Matrix, even if the creator logs out or is killed (unless, of course, the object is disposable). The user of this skill must understand what he wishes to create and he must be touching the object at the time of creation.
An IQ check may be required to determine whether the hacker understands the nature of the object he is trying to create.  Use of this skill raises serious red flags in the Matrix code detectable by Zero-One.  Assembly usually gives those perceiving it a flash of déjà vu.
Concentration: Based on object (1+)
Fatigue: 1 per 30 kilograms assembled.
Prerequisites: Density Control, Level 1 OR Oracle Sight.
Matrix Disruption: 98%

Bioelectric Shock (5 CBP)
The hacker can generate an electric current in his body and inflict 1d electrical damage per touch against a target.  Also adds +3 to First Aid skill for CPR rolls.  The shock may travel through any metal item held by the hacker and add to any other damage caused by that object.
Concentration: No.
Fatigue:  1 per use.
Prerequisites: None.
Matrix Disruption: 15%.


Catfall (5 CBP)
The hacker braces and absorbs kinetic energy in a fall.  5 yards are subtracted from a fall automatically, and a successful DX roll halves damage from any fall.
Concentration: Yes.
Fatigue:  1 per use.
Prerequisites: None.
Matrix Disruption: 0%.


Chambara Martial Arts (10 CBP)
The hacker has trained to use martial arts with such fluidity within the Matrix that his body redirects the code to allow him to perform maneuvers otherwise impossible in the real world.
Purchasing this skill set simply allows the hacker access to the Chambara Martial Arts, which are purchased separately through normal character points.
Concentration: N/A.
Fatigue:  N/A.
Prerequisites: Any Martial Arts skill/style at 15 or above (note that level 15 is considered black belt level in GURPS).
Matrix Disruption:  N/A.


Chameleon (5 CBP/level)
The hacker reprograms his residual image to blend into his surroundings.  He receives a +2 per level to his Stealth skill when perfectly still, +1 when moving.  This advantage does not help in the dark or against someone relying on anything other than sight. During battle this skill confuses opponents who do not successfully make an IQ check and causes a -2 modifier for any physical attacks. Concentration:  Yes, 5 seconds.
Fatigue:  2 per use, and then 2 per every 10 minutes after the first 10 minutes.
Prerequisites: Doppleganger.
Matrix Disruption: 20%.


Chi Mastery (25, 35, 45 CBP)
The player has the ability to focus his Chi energy in the Matrix.  This ability has multiple skills associated with it, as described separately.
Click on Chi Mastery for a full description of how this skill is used.
Concentration: Yes, at least one turn before using, but may perform actions normally during that turn.
Fatigue:  2 plus 1 for every level under 15 of the skill being utilized.
Prerequisites:  Chambara Martial Arts; Extreme Acrobatics.
Matrix Disruption:  Special.


Code Reading (5 CBP)
The hacker may briefly view the binary version of the Matrix code and determine whether an autonomous being is organic or an inorganic minion of Zero-One. This skill may also be used to determine any immediate ties, communications, or loyalties to Zero-One upon a successful IQ check.  (Such a check is a secret GM roll.)
Concentration: Yes.
Fatigue:  1 per use.
Prerequisites: Sixth Sense.
Matrix Disruption: None.


Damage Resistance (3 CBP, 7 CBP, 15 CBP)
The hacker's body's surface is more dense and damage resistant, giving an inherent bodily DR the same as armor.
Level 1: DR 1
Level 2: DR 2
Level 3: DR 4
As with armor, damage is subtracted from damage done before the damage is multiplied for cutting or impaling weapons.
Concentration: No.
Fatigue:  Permanent -1 Fatigue.
Prerequisites: Elemental Immunity, Level 1.
Matrix Disruption:  0%.


Dark Vision (12 CBP)
The hacker perceives the code and siphons out light-related variables, so light-based programming within the visual spectrum has no effect on vision.  The hacker can see in absolute or any form of darkness or light as though it were normal light, and the hacker has no penalties for light-related modifiers.
Concentration: No.
Fatigue:  Permanent -1 Fatigue.
Prerequisites: None.
Matrix Disruption:  0%.


Decreased Life Support (8 CBP)
The hacker requires no food, water, air, or air pressure while jacked into the Matrix (although increased air pressure or other crushing effects would apply).
Concentration: Yes.
Fatigue:  1 per required minute of usage (lack of air, etc.), rounded up.
Prerequisites: None.
Matrix Disruption:  0%.


Deletion (40 CBP)
Deletion allows a hacker to disrupt the code and disintegrate “sprites” (i.e. objects).  The object touched appears to disintegrate and is erased from the code.  This applies to complete objects only, not partial objects.  A deletion sends a red flag to Zero-One and will almost certainly lead to investigation and correction.  Zero-One may reconfigure the object.  Assembly usually gives those perceiving it a flash of déjà vu.
Autonomous programs subject to Deletion get a Willpower/Computer Programming check (whichever is better) to retain their form and resist the attack. However, they will suffer damage equal to 2 times the current HT of the hacker even if the roll is successful.
Concentration: Yes, but may be done as part of a turn.
Fatigue:  1 per 30 kilograms deleted.
Prerequisites: Density Control, Level 1 OR Oracle sight.
Matrix Disruption: 99%.


Density Control (30 CBP, 45 CBP)
The hacker can reduce his density so as to be insubstantial and walk through walls or other objects in the Matrix.  No physical attacks succeed as long as the hacker is insubstantial.  In the insubstantial state, the hacker has no need to breathe.  However, the hacker's residual image is affected by gravity and the solidity of the ground remains a constant (thus not negating damage from falls).
Level 2: The hacker may control which parts of his body or any objects he is touching become insubstantial during density control and may have it apply to his active defenses upon notice.  Level 2 also negates the Concentration requirement.  Level 2 also allows the hacker to increase the density of himself or any object he touches, doubling its weight as long as it is being touched.
Concentration: Yes, 1 second. (No, for Level 2.)
Fatigue:  2 per second.
Prerequisites: Super Jump 3.
Matrix Disruption:  75%.


Direct Link (5 CBP)
The hacker does not need a hard line to jack out of the Matrix but may instead do so at will.  Jacking in, however, requires access to a hard line.  In addition, the hacker may touch an Awakened being and jack that person out of the Matrix.
Concentration: Yes.
Fatigue:  4 per use.
Prerequisites:  Oracle Sight.
Matrix Disruption:  80%.


Doppleganger (10 CBP)
The hacker can alter his physical code to resemble the facial characteristics and equipment of any other human form.  Because it is an illusion, no equipment or other items are usable in their altered appearance, although they will mask current equipment.  To use Doppleganger, the hacker must concentrate on a picture or have a clear view of the subject to be mimicked.
Concentration: Yes, 5 seconds per mimic (and 5 seconds to turn back).
Fatigue:  1 per use, and then 1 for every 10 minutes of continued use after the first 10 minutes.
Prerequisites: None.
Matrix Disruption:  30%.


Duplication (30 CBP)
Duplication allows the hacker to create a copy of himself within the Matrix code, each copy possessing full knowledge and powers of the character. Equipment is not copied.  Copies are not autonomous and quickly degenerate to primal survival instincts when a telepathic connection is severed, and its code will quickly disintegrate in ST x 3 seconds.
The copy can be in constant telepathic contact with the original, and the original controls the copy.  However, the original must sever telepathic contact (by announcing it) before the copy dies.  Otherwise, the shock to the original causes ½ full HT damage on a successful HT check (at current Health) or instant death to the physical form in the real world upon an unsuccessful HT check.  Cutting the telepathic connection requires 1-3 turns of Concentration.  Breaking telepathic concentration when the copy is unconscious causes no harm to an original.
Upon copy death, regardless of telepathic connection, the original is automatically stunned (roll v. IQ-6 to recover) and takes 1d damage (in addition to any damage caused by unsevered telepathic connection).
An original can re-merge with its copy and absorb any remaining Health left in the copy (up to full health).  Upon re-merging, the original retains all memories of the copy.
Concentration: Yes, 10 turns per copy or merge.
Fatigue:  5 Fatigue per copy creation and 5 Fatigue per merge.
Prerequisites: Doppleganger.
Matrix Disruption:  50%.


Elemental Immunity (12 CBP, 25 CBP)
The hacker is immune to temperature changes.  He takes no damage from fire or cold.  The hacker must concentrate for one second or indicate 1-3 turns in advance that he will concentrate on this as a passive defense.
At level 2, the hacker is also immune from all acid, electrical, poison, radiation, tear gas, smoke inhalation, and any other environmental contaminants.
Concentration: Yes.
Fatigue: 1 per use per second.
Prerequisites: None.
Matrix Disruption: 10%.


Enhanced Climbing (2 CBP/level)
The hacker's residual image improves its climbing ability and adds 1 to his Move when climbing.  This can be combined with Adhesion or other related abilities.
Concentration: Yes.
Fatigue:  1 per 10 seconds.
Prerequisites: None.
Matrix Disruption:  None.


Enhanced Concentration (15 CBP)
The hacker is so attuned to his skills in the Matrix and so prepared to use his Code Breaker Skills that he can automatically perform any abilities without any concentration time (unless noted otherwise).  To negate the Concentration requirement, a successful IQ roll must be made.  Modifiers may be applied for stressful situations (such as battle).
Concentration: None.
Fatigue:  1 per successful use.
Prerequisites: None.
Matrix Disruption:  None.


Enhanced Fatigue (15 CBP)
The hacker has so trained and focused his mental energies in Matrix practice simulations that he takes CBP Fatigue at only half the normal rate, rounded up.
Concentration:  Automatic.
Fatigue:  0.
Prerequisites: None.
Matrix Disruption:  0%.


Enhanced Move (10 CBP)
Enhanced Move augments a character's quickness to unnatural levels by increasing the base Move score.  It adds 5 to the base movement rate per Speed Enhancement purchased.  This skill may be purchased multiple times.  Enhanced Move increases the running abilities of the hacker only, not any other abilities referring to Move except those related directly to running (e.g. jumping).  In some cases, such as Dodge checks, a fast Move may create negative reactive modifiers.  While moving at enhanced speed, attackers with ranged weapons suffer appropriate penalties.
Concentration: Yes.
Fatigue:  1 per 5 seconds used.
Prerequisites: None.
Matrix Disruption:  5%.


Enhanced Strength (10 CBP)
When used, the hacker can temporarily enhance his Strength score.  Using this skill requires the player to announce in advance.
Concentration: No.
Fatigue:  1 Fatigue per 5 ST bonus per 5 seconds of use.  (Ex. 12 ST + 5 Bonus=17 ST for 5 seconds, 1 FPt; 12 ST + 10 Bonus=22 ST for 5 seconds, 2 F Pt's; 12 ST +10 Bonus=22 ST for 10 seconds, 4 F Pt's.)
Prerequisites: None.
Matrix Disruption:  15%.


Enhanced Time Sense (10 CBP)
When used, this allows the hacker to respond to any enemies in the Focus State as though they moved in normal time.  Although the hacker himself does not enter “bullet time,” his reactions to attacks from enemies in bullet time have no modifiers for any enemies moving at his Focus Speed or less.  For each extra turn of Focus Speed, the hacker has only a -1 modifier to reaction checks.
Concentration: No.  Hacker must announce if he is not using.
Fatigue:  1 per usage unless hacker has announced he is not using the skill.
Prerequisites: Focus Speed of at least 4.
Matrix Disruption:  0%.


Extreme Acrobatics (10 CBP)
This skill allows the hacker to perform feats of acrobatic skill by riding the Matrix code.  The player must describe the feat the character is attempting, and his character will perform it with a successful Acrobatics check.  This skill is particularly useful for grabbing hold of items after jumping or while in mid-movement.
It also creates a movement modifier of -2 to all attacks if used as a defensive maneuver.
This skill can be used in conjunction with other related skills, such as Enhanced Jump, but it does not in itself allow for any abilities beyond the hacker's jacked in abilities.  This skill also allows the hacker to perform other functions during the acrobatics skill (such as firing a weapon) with no additional penalties.
Concentration: Yes.
Fatigue:  1 per use.
Prerequisites: Acrobatics Skill Level at 15+.
Matrix Disruption: 0%.


Fatigue Conversion (10 CBP)
The hacker can convert HT to Fatigue to perform Code Breaker Skills in the Matrix.  Such HT is lost from the hacker's hit points.  Conversely, the hacker may also convert Fatigue into HT to heal himself (as opposed to the 1 Fatigue per 2 Health healed for the Healing skill).
Concentration: Yes.
Fatigue:  As noted.
Prerequisites: None.
Matrix Disruption:  0%.


Field Sense (5 CBP)
The hacker is tuned into the electromagnetic fields of the Matrix code.  He has Absolute Direction and can sense whether power is flowing through any device he touches.
Concentration: No.
Fatigue:  None.
Prerequisites: None.
Matrix Disruption:  None.


Focus (10 points per increased turn per second)
Focus allows the character to move into “bullet time” by experiencing the Matrix code at a slowed down rate and acting as though moving at a rate faster than normal.  When Focus is used, the hacker enters an altered time rate performs a number of maneuvers equal to his Focus Speed.
Focus Speed:  This is how many turns the hacker experiences during one second.  All hackers begin with a Focus Speed of 3.  Every 10 CBP spent on this skill increases the Focus Speed by 1.  (Example, a hacker spending 20 CBP on Focus moves at an altered time rate of 5 turns per second every time Focus is used.)
The Focus skill can be used as many times as desired up to the maximum Fatigue.
While in bullet time, active defenses are at +1 per level of Focus Speed, and all reflex, acrobatics and similar maneuvers receive the same modifier.
Concentration:  Concentration counts as part of the turn announced and is combined with the Focus maneuvers performed in bullet time.
Fatigue:  3 per usage.  (Usage per jack in time limited per above.)
Prerequisites: None.
Matrix Disruption: 20%.


Healing (12 CBP)
The hacker reprograms the Matrix code around himself or another residual image he touches to reconfigure and repair damage to the code.
Concentration:  Yes, 1 second per each HT point healed.
Fatigue:  1 per every 2 HT healed, rounded up.
Prerequisites: None.
Matrix Disruption:  15%.


Invisibility (10 CBP, 18 CBP)
The hacker alters his code so that all spectators cannot see him.  The hacker may move and attack normally while in the invisible state.
Level 2:  The hacker may designate spectators who do see his form (such as party members) and block out the rest of the Matrix.  The hacker may also perform this without the requisite second of Concentration.
Concentration: Yes, 1 second.  (No, for Level 2.)
Fatigue:  3 per 10 seconds of invisibility, 1 per second if during a stressful activity (extreme dangerous activity, combat).
Prerequisites: Density Control, Level 1, and Chameleon.
Matrix Disruption:  60%.


Invisibility to Recording Devices (8 CBP)
The hacker's residual image is programmed in such a way that it will not be picked up by any recording devices (e.g. video cameras, alarm motion detection devices).  Electronically targeted weapons lose all to hit bonuses.
Concentration: Yes.
Fatigue:  1 per 5 seconds.
Prerequisites: None.
Matrix Disruption:  0%.


Morph (20 CBP, 30 CBP)
The hacker can assume the form of any creature with an image of the creature or the actual creature present.  The hacker can also memorize a number of forms equal to his IQ.  Mass does not change (which means that damage impact attacks and the like may not be the same as the creature morphed into), although size may.  No mass (quills, acid breath, etc.) may leave the hacker's body in the morphed form.  At level 1, the creature must be an actual creature.
Level 2: The hacker may morph into an imaginary creature so long as he has spent at least 1 minute studying its form.  To succeed, a successful IQ check must be made.
Concentration: Yes, 5 seconds.
Fatigue:  2 per minute in morphed form.
Prerequisites: Warp, Doppleganger.
Matrix Disruption:  50%.


Oracle Sight (6 CBP)
The hacker views the binary form of the Matrix code and can detect and pinpoint where any specific target is at any given time.  (Can be used in conjunction with Predictive Modeling and other related skills.)  When used, this skill gives the hacker a +3 bonus on any checks to find hidden or secret objects.
Concentration: Yes.
Fatigue:  1 per use.
Prerequisites: Code Reading; Field Sense; Penetrating Vision.
Matrix Disruption: 0%.


Penetrating Vision (8 CBP)
The hacker can align the code of his residual image to see through solid objects in the Matrix.  The hacker may see through up to 6 inches of solid matter.
Concentration: Yes.
Fatigue:  1 per every 5 seconds.
Prerequisites: None.
Matrix Disruption:  0%.


Predictive Modeling (7 CBP)
The hacker may attempt to “predict” how Zero-One will react and how its strategy and moves are most likely to be coordinated, including those of its Agents and interior programs.  Although not always perfectly reliable, the hacker may often determine at least a trend or basic understanding of motivations.  This ability also helps the hacker predict which would be the best escape routes or most successful plans of attack.
Concentration: Yes.
Fatigue:  1 per use.
Prerequisites: Sixth Sense.
Matrix Disruption: None.


Shadow Form (10 CBP)
The hacker can morph his body into a thin dark substance perceived as a shadow by any viewers.  The hacker must follow three dimensional space and slide along objects, but may slide through small cracks.  This ability may be used in conjunction with Adhesion, Fly, or similar abilities, but it does not by itself allow the hacker to defy gravity or climb a steep wall.  Physical attacks do half damage in this form.
Concentration: Yes, 5 seconds.
Fatigue:  2 per 5 seconds in shadow form.
Prerequisites: Morph, Level 1.
Matrix Disruption:  50%.


Silence (6 CBP)
The hacker can dampen the sound waves emanating from his body and anything his body touches and remain completely silent.  All Stealth rolls are made at +2.
Concentration: Yes.
Fatigue:  1 point per 10 seconds.
Prerequisites: None.
Matrix Disruption:  None.


Sixth Sense (15 CBP)
The hacker has a sensitivity to dangers to his residual image in the Matrix that warns against impending attacks.  This adds a PD of 2 to the hacker.  If a machine construct (such as an Agent) passes within 30 feet, the hacker is instantly aware of this.  (Sixth sense may be purchased multiple times at 15 CBP each, but each additional purchase only adds an addition 2 to PD.)
Sixth Sense also gives the hacker an enhanced sense of déjà vu if any changes in the code are perpetuated by Zero-One.
Concentration: Automatic.
Fatigue:  None.
Prerequisites: None.
Matrix Disruption:  None.


Warp (“There is no spoon.”) (7 CBP)
Upon touching any physical object in the Matrix, the hacker can warp the shape of the object (regardless of its composition).  Generally, this results in rendering the object useless.  This skill may not be used against autonomous beings.
Concentration: Yes, as part of a turn.
Fatigue:  1 per use.
Prerequisites: None.
Matrix Disruption:  20%.
Heath
GM, 18 posts
Fri 19 Apr 2013
at 19:34
  • msg #11

Re: RULES

The Focus Skill



The Matrix is a construct.  As you master it, with concentration, you are able to move faster than the average person.  As you gain experience, you will be able to move faster and faster and focus for longer periods of time, called “bullet time.”


PC's begin with a (1)3/1 Focus Skill.  This means that each time you jack into the Matrix, you can Focus one time at 3 times normal speed.  The following illustrates how this works:


Maverick has a (2)5/1 Focus Skill (i.e. he may move at 5-to-1 speed twice while jacked in).  He might post the following:


“This round I will use my focus skill to (1) elbow Animus in the face, (2) fire my pistol at Animus, (3) fire again, (4) run full speed toward the door, and (5) fire back at him again from the doorway.”  This will reduce Maverick to a (1)5/1 Focus Skill for the rest of the time he is jacked into the Matrix.  He may use his focus one more time while in the Matrix.  (Note that whether NPC's use bullet time, if they can, is determined immediately after I post a move, so it will not be dependent on your PC's--no cheating GM!)


How to increase this skill will be provided at a later date.  Note that if Animus also had a focus skill and was using it at that moment, it might not give Maverick an edge; it might just help him keep up!
Heath
GM, 19 posts
Fri 19 Apr 2013
at 19:34
  • msg #12

Re: RULES

List of Code Breaker Skills

Click on the desired Code Breaker Skill above to see individual skill descriptions.


COST MATRIX:


See NEW Skills below, marked (NEW!):
Absorbtion


Adhesion


Advanced Healing


Anti-Gravity


Assembly


Bioelectric Shock


Catfall


Chambara Martial Arts


Chameleon


Chi Mastery


Code Reading


Damage Resistance


Dark Vision


Decreased Life Support


Deletion


Density Control


Direct Link


Disassembly  (NEW!)


With this fearsome ability, a user may break apart pieces of Matrix code and programs. Inside the Matrix, this appears to be some kind of disintegration. The target will break apart into shafts of light and debris. Use of this skill is almost always noticed by the Machines, particularly when anything of even moderate complexity is Disassembled. For any attempt over Difficult complexity, use of this skill will cause a localized warp in the Matrix, where a wave seems to pass through all nearby objects, radiating from the point of disruption. While this will not harm any adjacent Matrix code or hacker it will certainly be noticed by the Machines and those sensitive to such changes in the Matrix in a rash of "deja vu".
Finally, autonomous programs subject to Disassembly may get a Willpower rol to retain their form even when under this attack. However, even if an autonomous program is Disassembled, pieces or copies of the program may continue to exist in the Matrix. They may manifest again, perhaps profoundly affected by the interaction with the hacker which deleted them. Some such programs have known to take on characteristics of those which deleted them, as if part of the hacker's code imprinted itself on the ghost code left by the Disassembled program.



Doppleganger


Duplication


Elemental Immunity


Enhanced Climbing


Enhanced Concentration


Enhanced Fatigue


Enhanced Move


Enhanced Strength


Enhanced Time Sense


Extreme Acrobatics


Fatigue Conversion


Field Sense


Focus


Healing


Invisibility


Invisibility to Recording Devices


Juice (NEW!)


Juice allows a hacker to temporarily augment one of their physical characteristics by adding the levels obtained to either their St or Dx, thus raising their attribute by that number of levels. The effect wears off after one round of combat.



Magnify Senses (NEW!)


Effect: This skill permits the user to enhance his perceptive abilities for a short time while in the Matrix. +1 to every sensory based perception per level.



Morph


Oracle SIght


Penatrating Vision


Phasing (NEW!)


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.). 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


Radial Sense (NEW!)


A hacker with this ability is able to detect any object within a 360 degree radius almost as clearly as he would be able to visual detect such an object within his line of sight.
The user does not "see" the target well enough to make out intricate details such as facial expressions, the color of their clothes, or the make of a particular weapon, the acuity is fine enough to know the approximate size of the person, their heading and speed, whether they carry or are using a weapon, the approximate type of weapon ("pistol", "sword", etc.), and similar details. (50 Points)
The user can "see" the target well enough to make out intricate details such as facial expressions, the color of their clothes, or the make of a particular weapon, the acuity is fine enough to know the exact size of the person, their heading and speed, whether they carry or are using a weapon, the exact type of weapon ("pistol", "sword", etc.), and similar details.



Resiliency (NEW!)


Resiliency effects 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. They cannot be stunned or have to roll the normal Dx penalty to earn their next turn. The player rolls Willpower +3 to ignore all the damage dealt.



Shadow Form


Silence


Sixth Sense


Speed (NEW!)


Speed augments a character's quickness to unnatural levels. With it, the character can increase their base movement rate (see below). Often, the character will move so quickly everyone around her will appear to be frozen in place.


1 Additional action, add 5 to the character’s base movement rate. (25 Points)
2 Additional actions, add 10 to the character’s base movement rate. (50 Points)
3 Additional actions, add 15 to the character’s base movement rate. (75 Points)
4 Additional actions, add 20 to the character’s base movement rate. (100 Points)



Warp
Heath
GM, 20 posts
Fri 19 Apr 2013
at 19:35
  • msg #13

Re: RULES

Chambara Martial Arts  http://mastersofthematrix.tripod.com/id101.htm


In GURPS Matrix, Chambara Martial Arts refers to esoteric and cinematic martial arts that cannot be done in real life.  These are exactly the types of maneuvers that are perfectly possible while jacked into the Matrix.


The list below shows the Esoteric and Cinematic Advantages, Skills, and Maneuvers and page reference numbers for the GURPS rulebooks.  If a skill is not listed below, it is not available in GURPS Matrix.  Detailed descriptions of each item are also listed below and can be linked to by clicking on the relevant skill in the table -- or, should I say, in the matrix.


Previously, a hacker must have purchased Chambara Martial Arts as a Code Breaker Skill.  However, please see below regarding your new upgrades.  Rules here are slightly modified to allow you to perform special feats even without default or purchasing skills.  Note that many Esoteric and Cinematic skills are listed more than once (which is merely a matter of duplication in the Martial Arts book and the Compendium).






Zion recently received a disk from the Awakened representatives through the diplomatic mission of your group.  This disk is a Matrix simulation in which you uploaded the following:


Chambara Martial Arts
Chi Mastery (You receive this at Level 1)


You began your studies in this simulation with Master Zhang Sanfeng.  As a result of your meticulous work and study, you received the following additional advantages:


Choose one of the following advantages:
1)  Trained by a Master
2)  WEAPON MASTER
3) Sharpshooter
4)  Iron Hand (If you choose this, you receive 30 extra points to apply elsewhere).


You also trained to earn one of the following skills (choose 1 at the relevant attribute level):


1)  Hypnotism
2)  Escape
3)  Pressure Points
4)  Meditation
5)  Stealth
6)  Danger Sense
7)  Judo
8)  Body Control
9)  Karate
10) Other martial art technique (clear with me first)
11)  Weapon of your choice
12)  Throwing
13)  Wrestling
14)  Acrobatics
15)  Katana
16)  Staff
17)  Jumping (non-CBP jumping)
18)  Breath Control
19)  Bow


(If you have any of these skills already, you may use 8 points to increase your skill level if you choose it again.)


Your hard training over time has also given you 60 points to apply to any of the skills or maneuvers below (cinematic or esoteric--but not advantages).  These points may only be applied on the skills below, nothing else!  However, you may use saved points to increase these skills or purchase these skills further.


Your training has also given you access to all of the skills below.  If you do not specifically select a skill or maneuver, you may still attempt it, even if it states that there is no default.  If there is a default, you will use the one listed.  If it says "No Default," then your default is as follows:


Easy:  Default Attribute -2
Average: -3
Hard: -4
Very Hard: -5


IMPORTANT NOTES:  You must have all prerequisites to purchase the skill.  Also, although I listed "defaults" as in the books, there may not be an actual default in the Matrix, so please consult the GM first.


(All uploaded skills are uploaded at your DX or IQ skill level unless you purchase further upgrades to make them stronger.  Please update your character sheets accordingly.)


PLEASE CLICK ON THE DESCRIPTORS FOR THE SPECIFIC SKILLS/MANEUVERS BELOW.  I am modifying them to fit the Matrix setting, so they may be slightly different than the rulebooks.





Esoteric                                                                                                Cinematic


Autohypnosis CI137
Blind Fighting CI138, MA36
Blinding Touch CI138, MA36
Body Control CI138, MA36
Breaking Blow CI138, MA36
Chi Treatment CI138
Dislocating CI138, MA37
Drunken Fighting CI139, MA37
Fire Walking CI140
Flying Fists CI140, MA37
Flying Leap CI140, MA37
Hand of Death CI140, MA37
Hypnotic Hands CI141, MA38
Immovable Stance CI141, MA38
Invisibility Art CI141, MA38
Kiai CI141
Light Walk CI142, MA39
Meditation (VH) CI142, MTA47
Mental Strength CI142
Mountain Heart CI142
Muscle Reading (species) CI143
Nei Tan CI143
Power Blow CI143, MA39
Precognitive Parry CI143, MA39
Pressure Points CI144, MA39
Pressure Secrets CI144, MA40
Push CI144, MA40
Throwing Art CI145, MA40
Yin/Yang Healing CI145, J32, MA35
Zen Archery CI145, MA40

Cinematic Maneuvers
(Cinematic Maneuvers DO NOT require the Trained by a Master Advantage)
Acrobatic Kick MA57
Binding MA57
Dual Weapon Attack MA57
Fighting While Seated MA58
Flying Jump Kick MA59
HandClap Parry MA59
Initial Carving MA59
Piledriver MA60
Roll with Blow MA60
Springing Attack MA60
Sticking MA60
Whirlwind Attack MA61




Cinematic Advantages
Iron Hand MA27





Cinematic Skills
See Esoteric Skills






FOR REFERENCE, THE FOLLOWING SHOWS YOUR SKILL ABILITY BASED ON DIFFICULTY OF SKILL:



PHYSICAL SKILLS
Difficulty of Skill
Your Final Skill Level EASY AVERAGE HARD
DX -3 - - ½ point
DX -2 - ½ point 1 point
DX -1 ½ point 1 point 2 points
DX 1 point 2 points 4 points
DX +1 2 points 4 points 8 points
DX +2 4 points 8 points 16 points
DX +3 8 points 16 points 24 points
DX +4 16 points 24 points 32 points
DX +5 24 points 32 points 40 points




MENTAL SKILLS
Difficulty of Skill
Your Final Skill Level  EASY AVERAGE HARD VERY HARD
IQ -4  - - - 1/2 point
IQ -3  - - ½ point 1 points
IQ -2  - ½ point 1 point 2 points
IQ -1  ½ point 1 point 2 points 4 points
IQ  1 point 2 points 4 points 8 points
IQ +1  2 points 4 points 6 points 12 points
IQ +2  4 points 6 points 8 points 16 points
IQ +3  6 points 8 points 10 points 20 points
IQ +4  8 points 10 points 12 points 24 points
IQ +5  10 points 12 points 14 points 28 points




MANEUVER COST TABLE
 AVERAGE HARD
Default 0 points 0 points
Default +1 ½ point 1 point
Default +2 1 point 2 points
Default +3 2 points 4 points
Default +4 4 points 6 points





INDIVIDUAL DESCRIPTORS


 Autohypnosis (p. 137)  (Mental/Hard) Default=NONE


This is a specialty of Hypnosis.  It allows one to tap inner reservoirs of strength.  Entering an autohypnotic state requires a skill roll and 3d minutes of concentration.  The character cannot talk or move during the initiation of the trance state.  A sucessful roll allows the character to do one of the following:


Improve Concentration to aid performance of lengthy mental tasks (study, decryption, a long repair job).  THe task must be a relatively sedate one, done in a quiet place (library, lab or placid wilderness).  Success gives a +1 bonus; critical success gives a +3 bonus.


Negative pain/fatigue.  Cancels the effects of being at ST or HT 1-3.  The roll is made at -4.  Only one attempt may be made per hour.


Increase Will for the purposes of resisting torture, phobias or psionic attack.  The roll is made at -2.  Success adds 2 to Will for one hour.  Critical success adds 5 to Will for one hour. (Compare to Meditation skill, p. 142)

 Blind Fighting (p. 138) (Mental/Very Hard)  Default=NONE
Prerequisite: Trained by a Master or Weapon Master


Users of this skill have learned to fight blindfolded or in absolute darkness.  As a result, they "sense" their targets without having to see them.  There are legends of blind masters who are deadlier than any sighted man.


This skill allows you to use your other senses, mainly hearing, but also smell and even touch, to exactly pinpoint where your attackers are.  Each successful roll allows one hand-to-hand attack or active defense without any lighting modifiers, even in total darkness; the user will also have no penalty when fighting against invisible enemies.  A blind (either temporarily or permanently) character with this skill can attack and defend without penalty (see p. B27).  However, attacks in total darkness, while blind or against invisible enemies, are at -2 to target specific parts of the body.


Characters with this skill and Zen Archery (p. 145) can shoot targets without seeing them, by making rolls on both skills at -6.


Modifiers:  Acute Hearing and Alertness.  Background noise will affect the roll; -1 for rain, -2 for heavy rain or a storm, -3 for a crowded, noisy area or heavy machinery, -4 for a full football stadium, -5 in the middle of an artillery barrage.  If the character cannot hear at all, the roll is at -7, but he can still attempt a roll, as the skill is not completely based on hearing.  If the user has any Telepath or ESP Power (see Basic Set or Psionics), he can add 1/3 of his total Power to this skill.


An attacker can try to use Stealth against a foe with the Blind Fighting skill; in that case, roll a Quick Contest between those skills, with Stealth at -4 on any turn the stealthy fighter tries to attack.  Invisibility Art (see. p. 141) is completely useless against a character with this skill.

 Blinding Touch   (Mental/Very Hard)  Default: NONE
Prerequisites:  Trained by a master; Pressure Points 15+
This is an attack to a specific pressure point that blinds the target temporarily.  To use the skill, the attacker first has to successfully hit the target's forehead in a particular spot, making a Karate-8 roll or Hit Location (Karate)-5 roll, whichever is higher.  This attack does no damage, but roll a Quick Contest between the attacker's Blinding Touch skill and the defender's HT.  If the defender loses, he is blinded for 2d seconds.  During that time, all attacks will be at -10, and active defenses will be at -4 if the victim makes a Hearing -2 roll; otherwise, he cannot defend at all!
 Body Control  (Mental/Very Hard) Default: NONE
Prerequisites:  Trained by a Master, Pressure Points +15
This skill allows the user to control and affect involuntary biological functions like heart rate, blood flow and digestion.  A character with this skill can enter into a deathlike trance; 30-skill turns of concentration (minimum 1) are required.  A trained doctor must win a Quick Contest (Physician-2 vs. Body Control) to realize that the character is alive, and no one else will have a chance of determining otherwise.


This skill can also be used to flush poisons out of the system.  First, a successful Poisons roll (or Naturalist, for a natural venom or poison) must be made to recognize the type of poison.  This roll cannot be attempted, of course, until the first symptoms show, unless the victim knows beforehand that he has been poisoned.  A roll against the skill will flush the poison, in 1d hours, without further damage.  The roll is modified by any HT modifier to resist the poison (see P. B 132).

 Breaking Blow (Mental/Hard)  Default:  NONE
Prerequisite:  Trained by a Master
This skill allows the user to mystically find the weakest spot in any object.  20-skill turns of concentration (minimum 1) are required.  On a successful roll, he can break the object if he inflicts over 10% of its hit points.


Modifiers: +1 if the object is made of wood or a similar material; -1 if it is made of brick or concrete, -3 if it is stone, and -5 for metal.


In combat, this skill can be used to find the weakest spots of any artificial armor or force field; on a successful roll, only 20% (1/5) of the target's DR for armor only is counted against the attack.  For each additional attack, another Breaking Blow roll is required.


On a failed roll, the attack is carried out normally.  On a critical failure, the user does the damage to his hand or foot; if he was using Power Blow in the attack, it's time to break out the plaster and the bandages!


This skill can be allowed in a realistic campaign.  Martial artists can and do break solid objects with seemingly impossible ease.  The following restrictions apply, however.  First, eliminate the ability to bypass armor; that is cinematic.  Second, the skill works at an additional -6 unless it is performed in a carefully controlled environment (i.e. the object must be on a well braced, well balanced stand, the user must have time to concentrate) ( double concentration time) and any other restriction the GM finds convenient.  Any ordinary failure in a non controlled situation is considered a critical failure.

 Chi Treatment  (Mental/Hard)  Default: IQ-6


This treatment attempts to correct the flow of Chi, or spirit substance, through a network of vessels resembling the bloodstream.  IT involves acupuncture and burning lumps of moxa (Mugwort) on body points which correspond to major organs.  It does not immediately alter a sick person's status.  However, each time a Chi healer makes a Chi Treatment skill roll, the patient gains a +1 on his NEXT HT roll to resist or overcome the effects of the disease.  Chi treatment may never give the patient more than a +3 bonus on these rolls.

 Dislocating  (Physical/Hard)  Default: NONE
Prerequisites:  Trained by a Master, Escape 15+


This advanced escape technique is rumored to be taught to some ninja clans and other assassin cults.  The user can temporary dislocate limb joints in order to slip through bonds.  For instance, by displacing certain hand bones, the ninja can easily slip out of handcuffs.


To use this skill, the character has to concentrate for 20-Will minutes (minimum 1 minute) and make a Dislocating roll, at half the penalties to the Escape roll; if successful, he receives a +3 bonus to his Escape skill, or can add 1/5 of his Dislocating skill to the Escape roll, whichever is higher.  On a failure by 2 or less, nothing happens.  On a failure by 3 or more, the character hurt himself, taking 1d damage if he was dislocating the hand or ankle, or 1d+1 for an arm or leg joint, which may cripple the limb.  On a critical failure, he automatically takes enough damage to cripple the limb.

 Drunken Fighting  (Physical/Hard)  Default:  None.
Prerequisites:  Trained by a Master or Weapon Master and Karate or Judo at DX +3 or 16, whichever is higher.
This skill cannot be higher than the character's skill with Judo or Karate.  Many martial arts styles have a "Drunken" substyle.  This complex skill is considered by some to be a fancy technique, unsuited for practical purposes.  Others claim that master Drunken Fighters are deadly opponents.


In theory, the staggering, unpredictable movements of the Drunken Fighter confuse attackers; the fighter seems to stumble just in time to dodge a blow, or trip and "accidentally" hit an enemy.  To simulate this deceptive movement, whenever a Drunken Fighter is in combat, roll a Quick Contest between the Drunken Fighting Skill and the opponent's IQ at the beginning of every turn.  Roll IQ at +3 if the attacker knows about the Drunken Fighting style; he must also be familiar with the attacker's fighting style.  If the Drunken Fighter wins the contest, his enemy is at -1 to either hit or defend during the round (Drunken Fighter's choice) for every point by which he lost the contest.  If the Drunken Fighter loses, however, he suffers a similar penalty.  On a tie, combat is resolved normally.


Experts (skill 18+) can fight while intoxicated without penalty.


 Fire Walking  (Mental/Easy)  Default:  Will -5
This skill lets the character enter a mental state where he can leap through flames and walk across hot coals barefoot.  Roll versus skill once per walk.  Success indicates no damage from the fire; failure indicates 1d-3 damage to each foot.  Critical failure indicates a FALL, resulting in 1d of burns to the body and then 1d-3 to each hand and foot on the following turn as the victim crawls to his hands and knees and scrambles out of the flames.
 Flying Fists  (Mental/Very Hard)  Default:  NONE
Prerequisites:  Trained by a Master, Karate 20+, and Power Blow, Breaking Blow, Mental STrength and Meditation, all at 16+
This is the mythical skill that allows martial artists to strike enemies from a distance.  No established martial art teaches it; to learn the skill, qualified students must search for a teacher who knows it.  Only a handful of masters in any given game world know the secret of the Flying Fists.


The attacker must be able to see the target and concentrate for 25-skill turns (minimum one).  At the end of the round, he can make a flying fists roll against the target, minus any Speed/Range modifiers (see. p. B201).  If the roll is successful, the attacker can then make a Karate punch or kick in the air, also minus all Range/Speed modifiers, and the target will take damage as if he had been hit.  No defense roll is possible, unless the target knows he is being attacked in this manner, in which case he can "project" his Chi to defend against the attack.  This is resolved by rolling a Quick Contest of the defender's Mental Strength or Will roll (whichever is higher) against the Flying Fists Skill.  If the defender wins or ties, he takes no damage.
 Flying Leap  (Mental/Hard)  Default: NONE
Prerequisites:  Trained by a Master or Weapon Master, Power Blow and Jumping
This skill allows martial artists to make incredible leaps, covering 10+ yards in a single bound.  The fighter must concentrate for 20-skill seconds (minimum one).  For the following round, his Strength or Jumping skill will be TRIPLED for jumping purposes (see. p. B88).  On a failure, jumping rolls will be at -5.  A critical failure means the leaper falls down automatically.


Someone making a Drop Kick, Jump Kick, or Flying Jump Kick can use the ST multiplier given by the Flying LEap skill for damage purposes.  All attacks done in this manner are at an additional -2 to hit, due to the increased difficulty in timing.

 Hand of Death (Mental/Very Hard)  Default: NONE
Prerequisites:  Trained by a Master, Breaking Blow, Pressure Secrets and POwer Blow, all at level 20+


In martial arts circles, legends abound about a secret technique that can kill a man, no matter how strong, with only a touch.  Theories about this power are numerous:  some say it is a mystic ability by which the victim's very soul is destroyed, while others hypothesize that the touch sets off vibrations that slowly destroy internal organs.  Rumors claim that some of the world's top martial artists have been murdered by dark masters with this ability.


The Hand of Death is the ultimate version of the Pressure Points skill.  A master of this skill can somehow cause the gradual deterioration of a victim's nervous system simply by touching him.  The touch can be delivered in combat, or even casually; a victim with the Trained By a Master advantage can roll against IQ=3, or his own Presswure Points skill, to konw that he has been attacked.  No effects are immediately apparent.


One hour after the Hand is applied, and every three hours thereafter, a Quick Contest between the character's HT and the attacker's Hand of Death Skill (max 16) is rolled.  A failure results in the loss of 1 HT; a critical failure causes the loss of 3d HT.  This goes on until the victim scores a critical success or wins three consecutive contests (either of which will shake off the effects of the Hand) or he dies.  Western doctors will be baffled; no Medical skill will help or explain this HT loss.  Only Yin/Yang Healing will work.  Roll a Quick COntest of Skills between the healer and the attacker; one success removes the effects of the Hand for one day, and three successful Contests in a row will cure the patient.  Also, the person who inflicted the Hand of Death can remove it, if so inclined.  Magical and psionic healing will restore lost HT, but cannot remove the Hand.

 Hypnotic Hands (Mental/Hard)  Default: NONE
Prerequisite:  Trained by a Master, Hypnotism 15+
The fighter makes hypnotic motions with his hands, lulling the enemy into a trance-like state.  To use the skill, the target must be within (skill/2) yards, and he must be able to see the attacker.  The martial artist must then spend at least one turn performing the hand motions; during that time he cannot make any attacks, and all Active Defenses are at -2.  At the end of this period, the martial artist projects his Chi at the (hopefully) now suggestible victim.  A Quick Contest between Hypnotic Hands and WIll or Mental Strength is rolled; if the target wins, he is unaffected.  The victim is at -1 for every turn above 1 that the attacker spent making the motions -- if performed long enough, the technique will wear down the strongest willed foe.


If the victim loses the contest, he is Mentally Stunned (see p. B127) for 1 turn for every point by which he lost the Contest (roll against IQ normally to recover after that).  During that period, he will also be vulnerable to hypnotic suggestions: all Hypnotism rolls made against the victim for that period are resisted at -5 to Will (this -5 penalty also applies to such Hypnotism-based skills as Invisibility Art).
 Immovable Stance (Physical/Hard) Default: NONE
Prerequisite:  Trained by a Master
This skill allows the user to anchor himself to the ground in such a way that it may take many strong men to move him.  It is a combination of expert balance and the channelling of one's Chi in the proper way.


A fighter with this skill can resist slam attacks with it, by either using the IMmovable Stance skill in place of ST, or adding 1/5 of his skill to ST, whichever is greater.  The fighter can also resist Judo throws (see. p. B51), and Push skill (p. 144) with this skill.
 Invisibility Art (Mental/Very Hard)  Default: NONE
Prerequisites:  Trained by a Master, both Hypnotism and Stealth at +16
This is the fabled skill of the master ninja and other assassin cults.  A user of this skill can stand in plain sight without being noticed; it is said that true masters can walk through a crowd unobserved.


To use this skill, the character must make a turn of concentration after announcing this action.  If he is standing perfectly still (a Meditation or Breath Control roll will achieve this), he gets a +2 on all his rolls.  He must then win a Contest of Skills (Invisibility Art vs. Vision roll)  against each and every person who can see him.  Each win for the user means that one subject is unable to see him.


Modifiers:  If the viewer is concentrating on something else, or is otherwise distracted, the resistance roll is made at -3.  By the same token, anyone specifically looking for intruders will resist at +3.  If someone sees the ninja and raises the alarm, by pointing and crying out, anyone who believes the warning will resist at +3 on the next turn.


Once a person notices the user of Invisibility Art, that person will continue to be able to see him until the "invisible" intruder can get out of sight somehow.  (In a darkened area, this can be as easy as stepping into a shadow.)


If the ninja uses a smoke bomb or flash grenade before attempting his roll, the resistance roll is also at -3.  Thus, he seems to vanish in a cloud of smoke.


The person making the INvisibility Art roll gets a bonus equal to the darkness penalty in the area, if any; this ability works best in the dark.  Movement, ont he other hand, impairs the use of this skill; if the character is moving slowly (walking speed or less), the roll is at -2, and he must also make a Stealth roll to avoid being heard.  If he is running or participating in any strenuous activity, his skill is at -5.  This skill cannot be used once the user is in combat; he must remove himself from the subject's line of sight before trying again.


Each successful roll allows the ninja to remain invisible for one turn.
 Kiai (Physical/Hard)  Default: NONE
Prerequisite:  Trained by a Master or Weapon Master


This skill is based on HT, not DX.  The character channels his Chi outward, giving a mighty shout that freezes lesser foes.  Once every 20-skill turns, the fighter can attempt the Kiai on a victim; this counts as an attack.  Roll a Quick Contest (Kiai Skill vs. Will).  A target who loses is mentally stunned, per p. B127.


Modifiers:  -1 to Kiai skill for every full two hexes of distance.  The victim resists at +1 if he is Hard of Hearing, at +2 if Deaf.


Normally, this skill only works against one victim at a time; although everyone can hear the shout, the attacker's Chi is focused against a single foe.  However, when a skilled martial artist announces his presence with a Kiai, all foes may e affected as part of an Intimidation attempt (p. 159).  A Kiai delivered with this skill subtracts 2 from the Will of all enemies for this purpose.
 Light Walk (Mental/Hard)  Default:  NONE
Prerequisites:  Trained by a Master, and Acrobatics and Stealth, both at 15+
This skill, called Ch'in Kung, allows a character to walk without leaving visible traces.  The training involves walking on the edge of a large jar without tipping it over; the jar is at first filled with water, but at the end of the training the character will be able to walk over an empty jar without moving it.  More intensive training follows, and eventually the student will be able to walk over snow or mud leaving no trace.  Experts were rumored to be able to walk over thin paper without breaking it.


On a successful Light Walk roll, the user will leave no visible tracks; no Tracking rolls will succeed unless they rely on something more than sight.  Thus, a human tracker would be baffled, but bloodhounds would suffer no penalty.


A character with Light Walk can also attempt to walk over thin ice or flimsy surfaces.  His Move during these circumstances is 1/3 normal, modified as the GM sees fit.  Thin ice will require a normal Light Walk roll; attempting to walk over rice paper strung over a room, on the other hand, requires a roll at -8.


Furthermore, add 1/5 of the Light Walk skill to Stealth skill when the intention is to move quietly.
 Meditation (VH) (Mental/Very Hard)  Default: NONE
Meditation is the skill of calming the emotions, controlling the mind and relaxing the physical body.  It allows one to reach a state of self induced trance in which the mind is totally relaxed but able to react immediately.  A concentration period equal to 18-skill turns (minimum 1) is required.


A successful Meditation roll keeps an injured person from falling unconscious, being shocked or stunned.  It also allows the user to concentrate on the task at hand and ignore outside disturbances.  A successful Meditation roll will give the user a +2 on any Mental skill (other than magic, psionics and other metahuman abilities) used in the next turn, and the intense concentration also gives the user +2 to resist direct mental control by psionic or magical means; all other IQ rolls on that turn will be at -2, however.

 Mental Strength (Mental/Hard) No default
Prerequisite: Trained by a Master or Weapon Master
The character has learned to focus his Chi to resist mental attacks.  This skill replaces IQ in any resistance roll against spells and psionic abilities, as well as Hypnotism, Hypnotic Hands and Invisibility Art.


Modifiers:  Strong and Weak Will.  This skill does not replace most normal Will rolls.

 Mountain Heart (
 Muscle Reading (species)
 Nei Tan (Mental/Very Hard) No default
This Oriental skill allows the user to nourish his body with its own substances.  This involves breath control and other disciplines such as refusing to spit.  On a successful skill roll, Nei Tan triples the length of time the user can hold his breath.  A successful roll also allows the practictioner to regain a point of lost Fatigue in only two minutes (Regular Fatigue, not CB Fatigue).
 Power Blow (Mental/Hard) No Default or prerequisite
The user delivers a devastating punch or kick. (20 minus Skill) turns of concentration (minimum of 1) are required, followed by a Power Blow roll.  Then the attack is made, with all normal modifiers.  If successful, the character's ST is doubled for damage purposes.  With a skill level higher than 20, ST can be TRIPLED if the user concentrates for (30 minus Skill) turns.


This skill can be used in non combat situations.  For example, a character trying to move a heavey object can try to use PB to momentarily double or triple his ST.  This is how Shoilin monks lift 500 lb metal cauldrons filled with coal.  Prodigious leaps can also be achieved with this skill, although the Flying Leap skill is more effective.


Using power blow costs 1d Matrix Fatigue.


EXAMPLE:  Char. with ST 11 and PB-17 could leap 5 feet straight up or standing broad jump of 19 ft.
 Precognitive Parry (Mental/Hard) No default
Prerequisites: Danger Sense or ESP Power 3 and Precognition-15+
and one weapon skill at 20+
This is a combination of psionic and Chi skills that allows a char to parry attacks they could not possibly defend against, like bullets and beam weapons.  This is done by sensing where the incoming attack will arrive and intercepting it with one's limb or weapon BEFORE the attack gets there.  To use this skill, one must be aware that he is about to be attacked (a gunman aiming at him, for instance).  A roll against Precog Parry is then made.  If successful, char can make a Parry roll normally.


This doesn't mean the char can swat bullets away with impunity.  It is just interposing himself between the bullet or beam.  Attack does dmg normally against the weapon (Breaking Weapons rules p. B111) unless char makes Parry roll by 5 or more

 Pressure Points  (Mental/Hard) Defaults to Yin/Yang Healing-4


This is the application of acupuncture techniques to combat.  The attacker seeks to strike pressure points in the body that allow him to paralyze, and even kill, an opponent.  In game terms, the char must make a successful attack roll using Karate or appropriate combat skill; use the Parts of the Body modifiers (p. B203) at an extra -2.  At least a pt of dmg must get through clothing or armor; natural Toughness does not protect.  Then roll a Quick Contest of Skills between the attacker's PP skill and the victim's HT.  If the attacker wins, the body part is paralyzed; otherwise, nothing happens other than normal dmg.


Arms or legs struck are considered crippled for 5d turns.  A hit to a torso pressure point will diminish, or even totally arrest, the victim's breathing.  He starts suffocating as per p. B122 and must make a HT roll every second to recover.  A hit to the head will stun the victim; he must roll v. IQ to recover.


The PP skill can be used with Judo techniques, in conjunction with the Arm or WRist Lock Maneuver (p. 44).  The PP skill is used after a successful lock has been applied; the attacker can choose to do dmg in addition to the momentary crippling.  This skill can also be used with missile weapons, if learned through a style like Kyudo (p. 92).


Limitations:  This skill is designed to work on the human body.  Attacks on animals are at -6 unless a Zoology-2 or Naturalist-4 roll is made.  Nonhuman beings of humanoid physiology are affected at -2.  Aliens or other creatures may have huge penalties.
 Pressure Secrets (Mental/Very Hard) No default
Prerequisite: PP skill at 18+
This powerful skill teaches the user the most vulnerable vital points in the human body.  A char with this skill can kill a normal man with a light blow, by crushing and tearing vital organs and nerve clusters with deadly precision.  Due to its lethality, PS is very rarely taught.


On a successful roll, the user's next hand to hand attack will do dbl dmg after penetrating armor and Toughness; his hands or feet have in effect become impaling weapons.  Attacks on normal "vital organs" (see p. B203) will do triple dmg.  This also applies to Arm Locks (see p. 44); the dmg or DX penalty resulting from a lock is doubled, representing the ability to konw exactly where to apply the pressure to tear or sprain joints and ligaments.


Limitations:  The same as for PP.
 Push (Physical/Hard) No default
This difficult skill allows a char to gently push away an adversary, or to cause him to lose his balance.  A small man with a high level in this skill could knock down or push away a weightlifter.  The T'ai Chi style (p. 104) is reputed to teach this form of attack to advanced students.


To use this skill, the char must score a hit in combat; the target can attempt any active defense, but PD from armor does not protect.  This "blow" does no damage, but can be used in either of two ways:  The first is to cause the opponent to fall; the victim must roll against DX at -1 for every pt the Push roll was made by, or fall down.  Alternatively, the attack can be treated as a Slam attack (see p. B112 and B106), with the Push skill replacing ST and DX.
 Throwing Art  (Physical/Hard) No default
Prerequisite: Throwing at 16+
This skill transcends mere throwing and turns almost any object into a deadly weapon.  Forks, kitchen knives, and other long sharp objects can be thrown as daggers:  any blunt object can do thrust+1 dmg; baseball bats do swing+1 crushing, pencils do thrust-3 impaling; playing cards do thrust-3 cutting dmg.


Further, when using a BALANCED throwing weapon, the char is even more letahl; add 1/5 of his Throwing Art skill to the dmg he does with those weapons.  This is not cumulative with bonuses from the Weapon Master advantage.
 Yin/Yang Healing (Mental/Hard)
Defaults to IQ-6
This is the skill of using acupuncture, massage or moxa burning at various key body points to readjust the body's medical balance, which is thrown off by injury or illness. In the Matrix, this skill is used by touching the opponent with a gentle hand and repairing the injured code that is the other's residual self image.


A successful use of this skill repairs 1d of damage to the injured person or 1d of (either Fatigue or Matrix Fatigue).  This skill uses 5 Matrix Fatigue per use.  It cannot be used on one's own residual self image.
 Zen Archery (Mental/Very Hard) No default
Prerequisite: Bow at level 20+
The archer must concentrate for 20-Skill turns (minimum 1).  Successful use of this skill allows use of a bow with only 1/3 (round down) the normal penalties for target speed, range and size.
This message was last edited by the GM at 19:36, Fri 19 Apr 2013.
Heath
GM, 21 posts
Fri 19 Apr 2013
at 19:36
  • msg #14

Re: RULES

Chi Mastery

(This skill may be purchased at:
Level 1: 25 CBP
Level 2: 35 CBP
Level 3: 45 CBP
Each additional level: +10 CBP)


BENEFITS OF CHI MASTERY
The Chi Master has Skill Enhancement to perform seemingly impossible feats (see below).
The hacker adds his Chi Mastery (CM) level to all HT and Will rolls.
The hacker gains extra CB Fatigue points equal to his Chi Mastery Level each time he jacks into the Matrix.
The hacker adds his level of Chi Mastery to the relevant attribute for Chambara Martial Arts skills when they are used.


The hacker may "buy off" disadvantages in the Matrix at a rate of 3 to 1 (rounded down).
The Chi Master may substitute prerequisites as follows:
Karate or Judo may be replaced by Boxing, Brawling, Sumo Wrestling, or Wrestling, and vice versa.


Disadvantages:
The hacker may not use Chi Mastery to enhance Mental skills.
The hacker with Chi Mastery emits a particular signature within the Matrix code.  There is a 20% chance per 30 minutes jacked into the Matrix that his mere presence in the Matrix will attract the attention of Zero-One.  (A Chi Master must consciously "not" use his Chi Mastery abilities upon jacking into the Matrix to disable this, but it also disables all benefits of Chi Mastery.)


 SKILL ENHANCEMENT
The Chi Master may perform incredible mental or physical feats.  When using Chi Mastery, hackers can execute feats impossible (or nearly so) for the average person.  The Chi Master applies Chi to an existing skill of the hacker.  This is limited only by GM discretion, the imagination of the player, and the "impossibility" of the action.


Some examples:


Running full-tilt along the top of a 1"-wide sheer wall (Chi applied to the Acrobatics skill).
Folding a lethal dagger from a sheet of paper (Chi Origami).
Reading the lay of the land" to discern the cosmically-in-all-ways-best place to set an ambush (Chi Tactics).
Kicking out a security camera installed 9 feet up on the wall (Chi Kicking).
Shimmying up between two walls 3 feet apart, leaping and swinging on a pole and landing in the far courtyard (Chi Climbing and Chi Acrobatics)
Shooting a button on a far wall (Chi Guns with the gun used)


Any skill that the character has studied may be enhanced to surpass its mundane limits through the focusing of chi.
Some feats may require more than one skill check and cost additional fatigue.
The GM may apply appropriate modifiers to account for other factors in conjunction with normal GURPS rules (aim, cover, etc.)


Choosing an Appropriate Skill Choice: Running quickly across the tops of enemy helmets is an acrobatic feat, so the skill used should be Acrobatics, even if the player (who knows his Running skill is 15 while his Acrobatics is only 12) proposes Running. Also, some (rare) feats will be crude enough to be handled by an Attribute instead of a skill.


Dramatic Necessity: The proposed feat should fit the tone of the game and the feel of the genre. Some proposed feats will be too silly - or even too graphically violent - for the game. The GM will not hesitate to veto on the basis of style, and ask for an alternate course of action.
Even if the effect (or some haggled-over version of it) is permitted, the GM may levy any additional restrictions he sees fit, such as additional Fatigue costs, skill modifiers, and so on.


When attempting to focus chi to enhance a skill, the Chi Mage must take at least one turn to realign his vital energies. This doesn't necessarily require a Concentration maneuver - a Chi Master can run, jump, and even fight while calling on his powers. At the beginning of the turn following this internal "focus," the player rolls against the skill being enhanced, with a bonus equal to the level of Chi Mastery.


Fatigue Cost: 2 plus 1 for every level under 15 of the skill being utilized.


EXAMPLE OF PLAY: Kenji is running from the Royal Guard, who are gaining on him. He needs a distraction, something to slow the guards down. His player glances at Kenji's skill list and decides to go with Chi Axe Throwing (he keeps a supply of hatchets, and he uses that one a lot). He asks the GM if there are any street-lamps on this street, and if there are, if they are oil-lamps or some sort of electric light-producer. The GM says that there are brass oil-lamps along one side of the street. The player grins. "As he runs past the lamppost, Kenji focuses his chi upon the hatchet in his hand. Two strides past the post, he throws it with force enough to slice right through the metal post. The idea is to send the burning lamp down in front of the guards."


Now it is up to decide the GM will decide if the effect is possible. If it is, then the roll is made (and energy accounted for) as outlined below. GM's should keep the following factors in mind when deciding if a proposed Chi feat is possible:


ANOTHER EXAMPLE: Duncan is in a bind. In a dark corner of a storeroom, he crouches. He's momentarily lost his pursuers, but they're all still in the area. What he needs, again, is a diversion. He sees a perfect set-up: the officer talking to one of the panting guards who had been pursuing him just moments ago directly under the chandelier. His eyes follow back to find the supporting rope, and - luck be praised! - it's easily within his striking range, with no obstructions. Unfortunately, he's down to his last hatchet . . .


Duncan wants to cut down the chandelier without losing his hatchet. "What about a 'striking from a distance' thing?" asks Duncan's player. "My chi would flow into the hatchet, which would spray it across the room in axe-form to cut the rope." The GM disagrees; it sounds thin.


Undaunted, the player asks, "What about a 'boomerang' sort of thing, where I throw it and it'll scale back, or ricochet to come back to me, or somesuch?" The GM mulls for a second, and gives it the thumbs up, if Duncan accepts an additional +1 Fatigue. Duncan's player gulps at that (Duncan's already tired), but agrees.


Duncan throws the hatchet horizontally this time, instead of his usual vertical throw. The whirling axe swings in a wide arc, slices through the chandelier's rope - sending it crashing down on some guards, including the officer!- and continues the arc to return to Duncan's outstretched hand. One he has hold of it, he bolts out the back door of the inn, to freedom.
Heath
GM, 22 posts
Fri 27 Mar 2015
at 17:31
  • msg #15

Re: RULES

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