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THE MATRIX
The Matrix Role-playing Game
HE M ATRIX
ATRIX
OLE- P LAYING
LAYING G AME
AME
W elcome!
elcome!
This game is based on the world created in the movie The Matrix. The game mechanics were
designed by West End Games--in fact, this is a direct adaptation of their Star Wars Role-Playing
Game, Revised and Expanded (now out of print). While I believe I've included enough in these
pages to get a Matrix game going, you really should pick up a Star Wars rule book to flesh out the
details of the system (skills, combat, etc.).
The text below was taken from my web page at http://TheMatrixFreeRPG.tripod.com, so please
pardon some of the formatting errors. I hope to revise the pages soon and I'll post a second
version of this text format. If you have any additions you would like to add, please contact me a
yossarian312@yahoo.com.
Special thanks to Joe for his Gun Catalog (see equipment) and Dan for comments and his
automated Dice Roller (available at the website).
Thanks!
RPG Table of Contents:
The Basics :_ ____ 3
A) The Dice
B) The Wild Die
C) Difficulty Numbers
D) Opposed Rolls
E) Using Character Points
E) Using Chi
The Basics
Characters :_ ____ 6
A) Templates
B) Details
C) Choosing Skills
D) Resuscitated Characters
E) Advancement
Characters
A) Dexterity
B) Knowledge
C) Mechanical
D) Perception
E) Strength
F) Technical
G) Neurals
H) Matrix Abilities
I) Flash Skills
Attributes and Skills
1
T HE
HE
R OLE-
OLE-
LAYING
elcome!
I.
I. The Basics
II.
II. Characters
III.
Attributes and Skills
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The Matrix Role-playing Game
Actions & Combat : _____ 23
A) Actions
B) Ranged Combat
C) Scale
D) Combat Modifiers
E) Melee Combat
F) Healing
Actions & Combat
Equipment :_ ____ 26
A) Firearms
B) Armor
C) Computers
D) Robots
E) Miscellaneous Gear
F) Vehicles
Equipment
Equipment
The Machines :_ ____ 32
A) The Mechanized World
Leviathan: The Global Neural Net
Nodes: Local Neural Nets
Powerplants/Farms
Nurseries
Robot Factories
Space Stations and Satellites
B) The Matrix
The (un)Reality
Changes in the Matrix
Access
Agents
Human Allies
Human Agents
The Machines
2
IV.
IV. Actions & Combat
VV.
V.
V.
VI.
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The Matrix Role-playing Game
Chapter I. The Basics
This game is based on West End Game's D6
system, specifically its Star Wars Role-Playing
Game. I recommend picking up a Star Wars
rulebook (available at some game stores and
on many online auctions) to fill in gaps that I
don't cover here. If you have any questions
or comments, please email me and I'll try to
answer them for you.
Example: Rom has a Firearms
skills of 4D. When he fires, he
rolls 4 dice. His values are
2,5,3 and on the Wild Die, a
6, resulting in 16. He rolls the
Wild Die again and gets
another 6! The total is now
22 and he gets to roll again.
This time, he gets a 1 and adds
that to the sum to get a 23 for
his shot.
If the Wild Die comes up with a 1 when a
character is first rolling a Skill or Attribute
Check, roll the Wild Die again. If the value is
1 through 5, remove the Wild Die and the
die with the highest value from the dice to
be added.
Example
GAME MECHANICS
The Dice
The Dice
The system requires players to roll six-sided
dice (D6), which represent a character's
attributes and skills. When appropriate, the
Game Master will tell a player to roll a
number of dice equal to either the attribute
or skill being used. The player rolls the
appropriate number of dice, adds the values
together and tells the GM the sum. If the
sum is equal to or greater than the difficulty
number ( See below ), the character succeeds.
If it is lower, the character fails.
Example
Example: Rom is trying to
walk along a thin ledge
without falling. He has a
Dexterity of 3D. The GM sets
a difficulty number and then
the player controlling Rom
will roll 3 dice and sum the
results to see if he is successful.
Example: Rom is shooting
again. He rolls a 2,5,6 and on
the Wild Die a 1. He rerolls
the Wild Die and gets a 2. He
removes the Wild Die and the
die that came up 6 and adds
the remaining two dice
together to get 7.
If the second Wild Die roll comes up to be a
6, then the character has Complicated. He
or she has screwed up in a particularly bad
way....perhaps dropping his gun down into a
sewer grating or twisting an ankle while
trying to dodge. Complications should make
a character's life more difficult, but never kill
them outright.
Example
Example 2: Rom is trying to
operate a forklift and the GM
tells him to roll his Mechanical
skill (2d+2). Rom rolls two
six-sided dice and adds 2 to
the resulting sum.
The Wild Die
Each player should designate one of his or
her dice to be the Wild Die (it is helpful if it's
a different color or shape).
Whenever the Wild Die comes up with a
2,3,4, or 5, add the result to the other dice
as normal. But, if the Die comes up with a 6,
Example: Rom is running
away from a pair of Agents on
a crowded street. The GM has
him make a running roll with
a difficulty of 10 to avoid
3
Chapter I. The Basics
add 6 to the dice total and roll the Wild Die
again and add the new value to the dice
total. If another 6 comes up, roll and add
again. This continues as long as the player
continues to roll 6's on the Wild Die.
Example
Example
GAME MECHANICS
The Dice
Example
Example
The Wild Die
Example
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The Matrix Role-playing Game
colliding with a bystander.
Rom, with a Running skill of
3D, rolls 3 dice. He gets a 2,3
and on the Wild Die a 1. He
rerolls the Wild and gets a 6!
He not only fails but
complicates. The GM tells him
that he runs into a homeless
woman pushing a shopping
cart and drops his cellular
phone into the gutter, short-
circuiting it. He'll have to find
another way to contact his
Operator outside the Matrix!
The GM could have just as well said that
Rom got a muscle-cramp and is -1D to all
Dexterity actions for the next 5 rounds, or
that he is stunned for the next round.
Anything that makes Rom's life a little more
scary.
Opposed Rolls
When a character is testing his or her
Attributes or Skills against those of another
(PC or NPC), the parties involved make
Opposed Rolls. The one with the highest
roll wins.
Example:
Example: One character tries
to shoot another. The first
makes a Firearms roll while
the other makes a Dodge roll.
If the attacker's roll is higher
than the others' Dodge, then
he hits.
Character Points
A character may spend his or her Character
Points to gain additional dice during an
action. They receive an additional die for
each point spent. A character may spend up
to 3 CP's per action or attack, and up to 5
CP's for any defensive action (Dodging,
Strength rolls versus damage, etc.). If the die
purchased with a CP comes up a 6, the
player may re-roll it and add the new value
to the total (as for the Wild Die, though
there is no penalty for rolling a 1).
Difficulty Numbers
When a character makes an Attribute or Skill
check, they are usually rolling against a
difficulty number. Difficulties are divided
into the following categories
Difficulty
Difficulty
Numbers
Description
Numbers
Very Easy
1-5
Anyone should be able to do this most of the time. Example
Example:
Driving a car in moderate traffic.
Easy
6-10
Most characters should be able to do this most of the time, though
there is still a change for failure. Example
Example
Moderate
11-15
Example: Avoiding jaywalkers
who suddenly step in front of your car during a high-speed chase.
Example
Difficult
16-20
Only highly skilled characters succeed at these with any regularity.
Example
Example:
Steering your car into oncoming traffic and avoiding collisions
while at high speeds.
Example
Very Difficult 21-30
Example:
Jumping from a rooftop into a small window across the alley (like
Trinity from the movie).
Example
Heroic
30-50
Unearthly
50-75
A character must have advanced skill in the Matrix in order to even
think of attempting such an action.
Example
Example: Stopping bullets in mid-air.
Impossible
75+
Only those who have mastered the Matrix may attempt these
tests. Example
4
Opposed Rolls
Example:
Character Points
Difficulty Numbers
Difficulty
Example
Example: Driving a car in
moderate traffic during a rainstorm.
Requires a fair amount of skill and/or effort. Most unskilled
characters will fail such an attempt. Example
Example
Example: Driving through an intersection full of speeding cross
traffic.
Even pros have a hard time pulling these attempts off. Example
Only the luckiest and most skilled are successful. Example
Example
Example
Example: Decoding an Agent.
 
The Matrix Role-playing Game
Example: Rom gets shot with
an Assault Rifle for 23 points
of damage. He rolls his
Strength of 3D and gets a 10.
That's 13 points below the
damage level, which is
Mortally Wounded. Rom's
player decides to spend some
Character Points. He spend
one for an additional die and
gets a 5, reducing the
difference to 8, meaning
Rom's Wounded. The player
decides to spend an additional
CP and rolls a 6! He gets to
roll again and gets a 4, which
means his Strength roll is 2
over the damage roll. Rom
suffers no damage from the
attack!
Character Points may be used in or out of
the Matrix. However, they may not be used
the same round a Chi Point is used.
over the Matrix. When a character spends a
Chi point, all skill and attribute dice totals
are doubled. Anything that is not part of a
character (a weapon or vehicle), is not
affected.
Example 1:
Example 1: Rom is in hand-to-
hand combat with an Agent.
He decides to spend a Chi
point one round. His Martial
Arts is normally 5D while in
the Matrix. This round, it
goes to 10D! For purposes of
damage, his Strength doubles
from 3D to 6D!
Example 2: Rom is in a
firefight with an enemy and
decides to spend a Chi Point.
His Firearms skill doubles from
4D to 8D, but the damage
from the gun (5D) remains the
same.
See Characters: Chi for rules about using and
regaining Chi. Remember, Chi may only be
used while inside the Matrix. Also, Chi may
not be used the same round Character Points
are spent.
Chi Points
Chi represents a character's inner strength
and the extent to which they have control
5
Example:
Example 1:
Example 2:
Chi Points
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