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