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PERSONA: THE MENTAL PROJECTION OF YOUR DIGITAL SELF

The Persona is the character’s presence in the Matrix.  Obviously, only Freeminds have Personas; Freeborns lack the hardware to generate one, and ordinary Humans don’t know any better.

When in the Matrix, Freeminds gain 2 points to each of their Would level tallies, as they are aware that the damage that they are suffering is not real.  While using their Persona, characters may also make use of their Hacking abilities (see Hacking Abilities, below).

Because of all of these alterations to the character’s bare bones, a Freemind’s Matrix Persona Attributes and such are recorded on a separate sheet.  Note also that the Matrix Persona sheet has new spaces for age, sex, and appearance.  This is because a person’s Residual Self-Image – what the character looked like when they were in the Matrix – does not necessarily match the character’s appearance in the Real World.

 

There Is No Spoon: Hacking Abilities

 

Hacking Abilities are broken up into circles; the higher the circle, the better the Freemind, and the greater the ability.  Freeminds have points equal to their Willpower score with which to purchase Hacking Abilities for their character.  Starting characters cannot spend more than 2 points on any one Ability.

FREEMIND ABILITIES (cost)

Circle One (.5 per level)

Aiming

Attribute Boost

Enhanced Senses

Freefall

Increased Flash Memory

Increased Reaction

Increased Stamina

Leap

Quick Draw

Quick Strike

Rapid Fire/Strike

Resist Pain

Steady Hand

Circle Two (1 per level)

Ambidexterity

Armour

Bullseye

Blind Fighting

Increased Attribute

Missile Parry

Nerve Strike

Circle Three (2 per level)

Increased Damage

Limited Levitation

Dodge

Regeneration

Tracelessness

Circle Four (4 per level)

Fight

Telepathy

Telekinesis

Phasing

Mask

 

Circle One

Aiming

Level Maximum: 4

Aiming augments the character’s prowess in ranged combat.  Each level reduces the Target for ranged attacks by 1, to a minimum of 2.  It can also be used to cancel out penalties for vision and aiming factors, although it cannot be used to cancel out the penalty for Total Darkness or Blindness, as the character cannot see at all.

 

Attribute Boost

Maximum Level: See Below

In the most dire of situations, people have been known to do amazing things, perform astounding feats of strength or agility, only to be Joe Average the next day.  Attribute Boost gives Freeminds this ability.

This ability functions in a similar manner to Increased Attribute; to balance its lesser cost, it is not ‘on’ all the time, and must be activated.  It requires a Simple Action to do so; while active, the Freemind’s nominated Attribute is boosted by the appropriate level.  The exertion takes its toll on the user, though: this boost lasts for a maximum of 30 minutes.  If it is used beyond 15 minutes, the character suffers 1 point of Green damage for every minute beyond the fifteen.

 

Enhanced Senses

A character with Enhanced Senses has honed one of their senses to superhuman levels, or has developed a sense that ordinary humans do not have.  Examples include:

·         Distance Vision: the character has developed vision comparable with eagles.  Any distance modifiers are reduced by 2, and all Targets for ranged combat are reduced by one.

·         Microscopic Vision: the character has developed the ability to see very small objects.  All Repair draws are made as if the Wear was one point less than indicated; if the Repair is being made on Electronics or similarly miniaturised equipment, the Wear is reduced by two for the purposes of the draw.

·         Enhanced Hearing/Smell/Touch/Taste/Sight: the character’s ears have developed to an almost animalistic level.  All tests based on these senses are made at –3 to the Target.  However, any attacks directed at the sense (Rotten Egg/ Tear Gas vs Smell, Concussion Grenades vs Hearing, Flash Grenades vs Sight) act at double efficiency.

·         Direction Sense: the character can gauge which way they are facing, as well as their position relative to sea/ground level.

·         Timing: the character can tell the time, to the minute, without any outside aid.  This sense may be affected by changes in time zones, or long periods of travel, isolation, or unconsciousness.

·         Sense Dampening: the companion ability to Enhanced Sense, it removes the penalty for attacks against the enhanced sense.  If the character does not have the enhanced sense, reduce the power of any attacks by half instead.  This ability must be purchased separately for each sense.

·         Starlight Vision: the character can see in the dark.  As long as there is some light source, the character ignores darkness vision modifiers.  There is a drawback to this ability: unless the character has Sense Dampening for their sight, they suffer twice the listed modifiers for bright lights.

·         Thermographic Vision: the character has developed the ability to see into the infra-red spectrum, allowing them to see heat signatures.  This ability functions as a pair of infra-red goggles with regards to vision modifiers.

Each Level in this ability gives the character one type of enhanced sense.

 

Free Fall

A character with this ability can fall up to two metres per level without fear of injury.  If a character falls further than the maximum distance they are protected against, then they take damage based solely on the remaining distance.  Note that this ability gives no protection against what might be on the ground where the character will land (like glass, flames, or a cartload of Agents).

 


Increased Flash Memory

Maximum Level: See Below

Each level of this ability adds 1 level to the character’s Flash Memory, up to a maximum of twice the character’s initial Flash Memory.  Every two levels also increase the number of skills a character can have by 1.

 

Increased Reaction

Maximum Level: 10

This ability increases the character’s Reaction and Speed.  Consult the table below for bonuses:

Level

Speed Bonus

Reaction Bonus

1

+1

-

2

+2

+1 Card

3

+3

+1 Card

4

+3

+2 Cards

5

+4

+2 Cards

6

+5

+2 Cards

7

+5

+3 Cards

8

+6

+3 Cards

9

+7

+3 Cards

10

+8

+3 Cards

 

Increased Stamina

Maximum Level: 10

Increased Stamina increases the amount of damage the character can take while in the Matrix.  Consult the table below for the increase to each damage Level:

 

Level

Green

Yellow

Red

Black

1

+1

-

-

-

2

+2

-

-

-

3

+2

+1

-

-

4

+2

+2

+1

-

5

+3

+2

+1

-

6

+3

+2

+1

-

7

+3

+3

+2

-

8

+4

+3

+2

+1

9

+4

+3

+2

+1

10

+4

+4

+3

+1

 

Leap
Leap allows the character to jump extraordinary distances.  For each level of this ability, the character may lower the Target of any jumps by two; as always, this bonus cannot lower the Target below 2.

Jump Height (Centimetres) or Distance (Metres)

Target

Less than 10%/less than the character’s height

2

11-20%/up to the character’s height

4

21-30%/up to 2 times the character’s height

6

31-40%/up to 3 times the character’s height

8

41-50%/up to 4 times the character’s height

10

51-60%/up to 5 times the character’s height

12

61-70%/up to 6 times the character’s height

14

71-80%/up to 7 times the character’s height

16

81-90%/up to 8 times the character’s height

18

91%/up to 9 times the character’s height (Maximum unaided jump)

20

Note that this table shows the limits for running jumps; for standing-start jumps, the target is one category higher.

Trinity wants to clear a seven metre wide gap between two buildings.  She has Leap: 3 and is 170cm tall, so the gap is just over 4 times her height – ordinarily, that’s a draw against her Athletics skill with a Target of 12, but with Leap, Trinity only needs to beat a Target of 6.

This ability also allows the character to jump inhuman distances, provided that they have enough of a run up and a high enough Leap ability.  Every 10% or 1 times the character’s height over and above the maximum unaided jump adds two points to the jump Target, which can then be cancelled by the character’s Leap ability.

Engel (Leap Level 7, height 190cm) needs to clear a twenty-five metre gap.  This distance is outside the regular human jump range – but Engel isn’t a normal human.  Legs pumping, she throws herself out across the void…

Twenty-five metres is just over thirteen times Engel’s height, which makes it a jump against a Target of 28!  However, as she has such a high Leap score, Engel’s player only has draw against a target of (28-14=)14.  Also, with her enhanced jumping ability, Engel’s maximum jump is 16 times her height, or about 30 metres.

The Vertical Leap distances shown above are a measure of how high a character can jump and land on their feet; a character’s height must be factored in if the character is attempting to leap and grab onto something, rather than land on it.

Trinity (175 cm) wants to leap and grab a fire escape three metres above the alley floor.  Factoring in her height, she only has to leap up (300-175=) 125cm.  125cm is about 76% of 175cm, which makes it draw against a Target of 16.  However, as she has Leap at Level 3, Trinity only has to beat a Target of 10.

 

Quick Draw

This ability allows the character to draw and attack in the same motion, removing the need for the character to use an action to ready their weapon.

 

Quick Strike

This ability allows the character to attack first in the Combat Turn, regardless of their Reaction score.  This only counts for the first pass; after this, the character resumes their place in order.  If more than one character uses this ability, resolve who goes first in the same manner as ties in Reaction (highest Speed goes first, then highest draw).

 

Rapid Fire/Rapid Strike

A Freemind with Rapid Fire or Rapid Strike may make two Missile Attacks (Fire) or two Melee Attacks (Strike) against an opponent each turn.  For Rapid Fire, these attacks are limited to SA or SS attacks only (no double-bursts – that would just be rude).

 

Resist Pain

Resist Pain allows the character to ignore Target modifiers that come with injury.  Every Level cancels out the effects of one damage level.

Engel has Resist Pain Level 2.  She takes three boxes of Green damage from a police officer with a stun baton, and another three boxes of Yellow from falling from a fourth-storey window.  However, she is still free of penalties, as her Wound penalty is still only +2.  However, if an Agent shot Engel for Red damage, she would be saddled with a +1 Target modifier, because she now has wounds in three damage levels, one more than she can handle with no penalty.

Note that this in no way increases the amount of damage the character can sustain; Engel would still die if she then received enough Black damage to fill her boxes.

 

Steady Hand

Aside from always being the Freemind who handles the video camera, each level of Steady Hand reduces the movement penalty when firing by 1.  So, a Freemind with 3 levels in this ability has no modifiers to their TN, even if they are running flat-out.  In the case of the target and shooter moving at different speeds, include the reductions after the total has been reached; so, if the abovementioned Freemind was shooting at someone who was also running, the actual TN modifier would be (3+3-3=)+3.

 

 

 

Circle Two

Ambidexterity

Level Maximum: 4

Ambidexterity allows the character to use either or both hands with a degree of competency.  Ordinarily, a character using an off-hand is automatically at +2 to the Target for both hands.  When using this ability, the character reduces the penalty by 1 point per Level; the character may decide which tests gain advantage from this ability.  Note that the character may not gain a bonus to the draw using this ability; it may only counter the off-hand penalty.

Mary, with Ambidexterity Level 2, wants to hose down a group of SWAT team officers with her twin Uzis.  She draws them both and holds down the triggers.  Ordinarily both attacks would be at +2 to the Target, but with her Ambidexterity ability, Mary can remove up to 2 points of penalty from the attacks.  In the interest of keeping things equal, Mary decides to reduce both Targets by one, giving her only a +1 penalty to each burst (but see below).

There is a down side to this ability: any uncompensated recoil from the weapons is doubled.  So, in the above case, if Mary’s Uzi’s didn’t have any recoil compensation, she would still suffer a +3 penalty to both draws (+1 for two weapons, plus 2×(+1) for the recoil).

 

Armour

Maximum Level: 10

Armour toughens a character’s Matrix persona, making it less susceptible to damage.  Consult the table below for the bonuses to armour.

Level

Blade

Ballistic

Impact

Heat

1

+1

-

-

-

2

+1

+1

-

-

3

+2

+1

-

-

4

+2

+2

-

-

5

+2

+2

+1

-

6

+3

+2

+1

-

7

+3

+2

+2

-

8

+3

+2

+2

+1

9

+3

+3

+2

+1

10

+3

+3

+2

+2

This armour is cumulative with any other armour worn, and does not count towards Encumbrance (see Armour).  This armour is also impervious to damage and Wear.  So, a character with Armour at Level 6 wearing a leather jacket (2/1/0/1) would actually have Armour Ratings of 5/3/1/1.  He would also be the team-member that the Potentials hide behind in a fire-fight.

 

Bullseye (Melee or Ranged)

Maximum Level: 4

Armour Bypass allows the character to ignore some or all of their opponent’s armour while attacking in a specific way – either up close (Melee) or far away (Ranged).  This ability may be purchased separately for moth forms of attack.  Each level removes 1 point of Armour from their opponent’s Armour value when calculating damage.

 

Blind Fighting

Blind Fighting allows the character to use a sixth sense to orientate themselves while they cannot see.  Each Level in this ability removes 1 point of vision modifiers.  Hence, a person with Blind Fighting: 5 is equally at home acting in Full Darkness (+5 difficulty) as in normal light.

 

 

Missile Parry

Missile Parry allows the character to deflect and catch slow-moving missiles.  To deflect a missile, the character must draw against their Dexterity using a Target of 8; if successful, the missile does no damage, and is deflected in a random direction.  To catch a missile, the character must draw against a Target of 11.  If this is successful, the missile ends up in the character’s hand, and does no damage; the character may do with the missile what they will in their next Combat Action.

If the character fails to parry or catch a missile, then the missile does normal damage.  This ability may be used once per Combat Turn; it does not count as the character’s action for the turn.

 

Nerve Strike

By using knowledge of pressure points, a character with Nerve Strike can use pinpoint attacks to immobilise an opponent in combat. When used, the character makes an ordinary combat roll, using the level of this ability in place of their Martial Arts or Dexterity score.  Instead of causing damage with the attack, this ability reduces the opponent’s Dexterity by one per success.  If Dexterity is reduced to zero by a Nerve Strike, the opponent is immobilised.

Engel (Nerve Strike: 6) is squared off against a rent-a-cop (Quickness 4, Martial Arts: 4) who stands between her and an exit.  She wants to get out fast, so she throws herself at the cop, using her Nerve Strike to bring him down without killing him.  In the first round of combat, Engel draws a massive 5 successes, and the cop manages only one.  Instead of taking damage, the cop loses (5-1=)4 points of Dexterity.  Because this reduces his Dexterity to 0, he sinks to the ground, unable to move, and Engel gets away clean.

Lost Dexterity points return on their own at the rate of 1 point per day.

 

 

Circle Three

Increased Damage

Increased Damage allows the character to add more physical force to their unarmed attacks.  Instead of causing Green-level damage, Increased Damage allows the character to cause yellow-level damage, like a melee weapon.

 

Limited Levitation

Limited Levitation allows the character to become airborne for a limited amount of time – to be specific, one Combat Turn, or about three seconds.  While this may not seem to be a lot, it can give the character an edge over their opponents. For example, if it is used against a Copper-top (human still trapped in the Matrix) then they viewers draw against their Willpower with a target of 10. If they fail, they spend their next Combat Turn staring blankly at the person who just hovered three feet in the air before kicking their partner across the room...

Limited Levitation also extends the character’s ‘height’ by 50% when calculating the difficulty of the jump, rounded down to the nearest centimetre.  So a 165cm tall character with would use an objective height of 247cm.

This ability also adds 2 levels to the character’s Free Fall ability in determining the distance a character can fall without injury; the character must have at least one level in free Fall to gain this ability.  So, a character with Free Fall Level 4 and Limited Levitation can fall up to ([4+2]×2=)12 metres, or roughly 4 stories, without injury.

Note that this ability is (very) simple levitation, and not true flight.  A character cannot control their direction while in the air (although they can determine their direction on take-off), nor can it be sustained indefinitely.

 

Dodge

Maximum Level: 4

Dodge allows the character to move out of the way of faster missiles not covered by Missile Parry.  Each level increases the attacking character’s Target by 1.  Because so much concentration is needed to perform this ability, the character cannot do anything in a round when this ability is active.  The character may elect to stop Dodging on their turn each Combat Turn.

 

Regeneration
This ability grants the character superhuman powers of healing.  At the start of each Combat Turn after the character has been hurt (before Reaction is drawn), Regeneration heals 2 points of damage to the character’s highest damage level.

 

Tracelessness
A character with Tracelessness leaves less of an impression on the environment than most people.  Every Level adds 1 to the Targets of any attempts to physically find or track the character by the trail they leave on the environment.

Tracelessness also has an impact on the character’s interaction with their immediate environment.  Characters with this ability do not leave fingerprints or any type of forensic evidence like hair and skin flakes (although they will still bleed), nor do they exert enough force to trip most sensors (the notable exceptions being those that work with light – IR beam and plain light sensors).  They also have negligible signature in the infra-red spectrum (+2 to Targets to spot them with thermographic vision systems), and make no sound as they move (+2 to Target to hear them).

Note that this ability only extends to the character’s immediate person and possessions; while it will muffle a character’s footsteps, if the character breaks a window or fires a gun, they will be heard – and well, in the case of the shot.

 

Circle Four: Potential Abilities

Potential Abilities are much more fast and loose than normal Freemind abilities.  They can affect the world around the character, as well as the character themselves, in ways that would be described as supernatural.  These Abilities are based upon the Freemind’s ability to bend the Matrix to their Will; as such, they need only to be purchased once, and mostly run off the character’s Willpower score in the event of a challenge.

 

Manipulate Matter

Freeminds with this ability can change the composition of physical material in the Matrix.  The Target for this ability is equal to the Barrier rating of the object.  In the case of a living target, the Target is 10; in the case of a composite object (like a tyre, or a door) use the Barrier rating of the largest part.  Each success can move the Type up or down by up to 2 categories; so, for example, two successes against a concrete wall could either make it as weak as glass, or as strong as steel.  If the affected barrier could be reduced below glass, then the player may opt for the area to simply disintegrate into its component parts, which would fall away like sand.

Successes may also be used to increase the maximum size affected – if no successes are used, the maximum size affected is 1/2m2.

 

Manipulate Electrical Energy

One of the more fancy Fourth Circle abilities is Electrical energy.  While the more warlike Potentials may see this as a way to fry a man in his boots, there are much more subtle ways to use this ability.  A set of tables are used to determine effects and Targets:

EMP table

Base Target

7

Power (Disable/Jam)

Low-level (consumer electrics/radio)

-

Medium-level (computers/cell phones)

+1

High-level (hardened electronics/shielded lines)

+3

Range

Single Object

-1

Immediate radius (up to 1 metre)

-

Per metre over 1

+1

Purpose

Jam

-

Disable

+1

Example: to jam all cell phones in a 5-metre radius would be a Target of 7, +1 (Medium-level power), +4 (5-metres), or 12.  To fry the electronics in a safe would be a Target of 7, +3 (hardened electronics), -1 (single object), or 9.

Discharge table

Power Level

Target

Base Damage

Source Minimum

1

8

2G

Device battery (phone, laptop)

2

10

4G

Car battery

3

12

2Y

Power Outlet

4

15

2R

Generator/mains

Electricity Discharge can harm the dischargee, as well; for every red card drawn in the attempt to activate, the Freemind takes an amount of Green damage equal to the Power Level of the attack.  Successes can either be used to cancel one of the red cards, or to multiply the base damage.  For example, three successes with a level 3 attack could cause a maximum of 18 points of Yellow damage.

An Electricity attack is resisted by Heat armour.

 

Flight

“He’s doin’ his Superman thing...”

One of the truly awe-inspiring ability of the Fourth Circle is the ability to fly.  Freemnds with this ability have a maximum airspeed of (Willpower×10) Kilometres per hour, or (Willpower×5) metres per Combat Round.  There are four speed ‘brackets’ that a character may move in; they may move up or down these brackets at the rate of one per Combat Round.  Moving too fast may have a detrimental effect on the character’s health, as noted below:

Movement Rate

Damage taken per Minute

Reaction penalty

0-25% max move

-

-

26-50% max move

 

+1

51-75% max move

1G

+2

76-100% max move

2G

+3

Reaction Penalty is the penalty applied to the Dexterity draw for the character to avoid any obstacles that may wander into their flight path.  Landing requires an Athletics test, with the Target being 7 plus the Reaction Penalty (so a person wishing to land safely from 100% speed will need to pass an Athletics test with a Target of 10).  A failed test indicates that the character has crashed, and takes 1 card of Green damage for every level of Movement rate they were travelling at; so in the above example, if the character had failed the Athletics test, they would take 4 cards of Green damage.  This damage can be reduced by any Impact armour the character is wearing.

Flying in combat is a tricky prospect.  If a character in flight wishes to attack, they must first make a Landing test as above.  If this is successful, then the flying person may draw as per usual for the attack, Adding 1 to the Base damage of the attack if they are flying at 50% speed or less, 2 if they are at 50-75, and increasing the damage level by 1 at 75 and above.  People attacking a flying character with a Missile attack have a modifier equal to the Reaction Modifier; people in Melee add a further +2 penalty.

A character may carry up to (Size×5) kilograms of gear and still fly at full speed.  For every (Size×3) kilograms over this limit, the character’s maximum speed drops by 25%.  Theoretically, there is no upper limit to how high the character can fly, except those of the Matrix itself.

 

Telepathy

Telepathy is somewhat of a misnomer for this ability.  To use a more apt analogy, it is more like warcasting, the practice of driving around and using a laptop with a wireless internet connection to hack into others’ wireless networks.  Freeminds with Telepathy have the ability to warcast into other people’s minds.

The degree of difficulty and success of this ability depends largely on the willpower of the subject.

Subject

Target

Willing subject

Willpower

Coppertop

Willpower×1½

Other Freemind

Willpower×2

Non-Agent Program

Willpower×3

Agent

Willpower×4

 

Successes will determine the depth of penetration into the person’s mind:

 

Successes

Access:

1

General emotions

2

Recent thoughts

3

Memories

4+

Subconscious – things suppressed or erased.

 

Successive successes give access to all the levels below it.  The player should not know the exact Target; instead, they should draw, and the GM should answer questions based on the result compared against the actual Target.  This may mean that the answers may be non-existent, or slow in coming, or even false, if the test fails.

Each practice of this ability takes ten minutes.  A Potential may sacrifice successes in order to halve the time (10 minutes becomes 5 minutes, becomes 2.5 minutes, and so on), but they will not know when they have used their last success – and the GM should not tell them.  You know what they say: you can have it fast and good, or good and cheap, or fast and cheap, but not all three...

 

Telekinesis

Potentials with this power have the ability to extend their will beyond their physical body, allowing the manipulation of objects at a distance.  Note that this ability is not a physical force, like an invisible hand; it is more of a re-ordering of the personal gravity of an object, so as to move it in a certain direction - More Uri Geller than Susan Storm, if you will.

When using this ability, the item in question must be within eye-line of the Potential.  The Target for the draw is calculated using two factors: strength required, and dexterity required.

 

Base Target:

6

Strength Required

 

Weak (less than 1 kg)

-1

Normal (1-10 kg)

0

Strong (10-50 kg)

+1

Very Strong (50-100 kg)

+2

Superhuman (more than 100 kg)

+4

Dexterity Required

 

None (Shove, turn doorknob)

0

Basic (Typing)

+1

Fine (open combination safe)

+2

Very Fine (pick lock)

+4

 

So the Target to move a heavy (65 kg) bookshelf across the room would be 6(Base Target)+2(Strong Strength)+0(Shove Dexterity), or 8.

 

Phasing

Phasing allows a Freemind to pass through solid objects in the Matrix.  The character may only Phase themselves and anything they are touching skin-to-skin; Phasing cannot be done at a distance.  Switching from Phased to solid or vice-versa takes one Combat turn (about 5 seconds).

While a character is phased, they are immune to all physical and elemental forms of damage, and conversely are unable to interact with any solid objects.  It takes a great deal of concentration to remain Phased out; characters in Phased form are at +2 to all Targets for any thought-related actions they perform.  A character may remain Phased for a maximum of (Willpower) minutes, after which they automatically become solid.

Characters that are Phased can move through material at a maximum rate of (Willpower) metres per Combat Turn.  If the reaches their Phased limit while they are moving through a solid object, they are forced out to the nearest side, automatically taking a 1 card of Green damage per round they remain in the solid.

Characters with Phasing are also granted a low-level Flight ability, as they may Phase through air to move themselves up or down.  Characters wishing to use Phasing in this way follow the same rules as characters using Flight, with a few exceptions:

1)    The character may only move at (Willpower) metres per Combat Round.

2)    Attacks are not possible while Phased.

3)    There is no Crash Test when the character lands; the body is attuned so that, as soon as the character lands, they become solid.  If a character wishes to remain out-of-phase when they land, they must make a Willpower Test with a Target of 7+the number of minutes they have been Phased for.

There is also the matter of using Phasing as an offensive tool.  Owing to the law of matter stating that no two solid objects can occupy the same space at the same time, consciously solidifying inside a solid object is both devastating and dangerous.  A character wishing to attempt this must make a Willpower test with a Target similar to the Phased Landing test above.  If this is successful, both parties take damage: (Size of defender) points of Red damage for the solidifying character, and (Size of attacker+2) points of Red damage for the victim.  People killed in this fashion often explode wetly.

The penalty for Phasing an item or weapon into a person’s body is less severe.  A weapon Phased through another person gains +1 to its damage level. An ordinary object causes damage according to the size of the object:

Size

Base Damage

Tiny – anything up to 5kg

3G

Small – anything up to 10kg

5G

Medium – anything up to 40kg

3Y

Large – anything up to 80kg

5Y

Very Large – anything over to 80kg

3R

If the character scores more failures than successes on the Attack test, the weapon is stuck in the attacker’s body, and must be pulled out (A Size test using twice the other character’s Size, plus any Impact Armour they are wearing), or the character can spend the next turn Phasing the weapon back out again...

Phasing an unwilling character requires a Skill Contest between the Potential’s Willpower score and the subject’s Willpower.  If the Potential gains more successes, then the character is Phased with them; if not, then the subject remains solid.  If a passenger is ‘dropped’ while out-of-phase, then they suffer the same damage as a character knocked unconscious while in a solid object.  A passenger with Phasing may activate it at any time.

 

Mask

The ultimate art of anonymity, the Mask ability allows a Freemind to change their physical appearance.  There are certain limits, however: for example, changing sex is not possible (although addition and removal of breasts is feasible), and a 98-pound weakling cannot Mask up to a 350-pound sumo.

The physical limits are the maximum and minimum Height and Weight as calculated in the ‘Fleshing Out The Character’ section.  The character’s actual features are limited only by their imagination, but as a guideline, the draw would be against the Freemind’s Willpower, with a TN of 8 plus the following modifiers:

Generic (to avoid detection)

-2

Repeated Mask (has been used at least once)

-1

OR

Specific person character knows

-1

Specific person character has seen

+1

Specific person character has been briefed on

+2

PLUS

Opposite Sex

+2

One success is required to activate.  The transformation takes sixty seconds, and the Mask lasts for thirty minutes additional successes can cut the transformation time in half, or increase the duration by ten minutes (so three successes can reduce the time to (60/2=30, 30/2=) 15 seconds, or increase the time to 50 minutes).

When a Freemind jacks out, their Persona is reset, so their Mask disappears as well.

 

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