Difference between revisions of "Miedvied/Matrix"
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Revision as of 20:43, 13 June 2004
Without further ado, rules modifications to play The Matrix using Exalted.
Rule 1:
Outside of the Matrix, all Awakened (or Exalted) characters lose
all access to charms, as well as special mechanical benefits that exist
solely for Exalts (such as stopping bleeding at will.)
Rule 2:
Adults that were recently awakened start with Essence 2. Those
born outside the Matrix start with Essence 2. Those that were awakened
from childhood and raised with a healthy background in entering the
Matrix and manipulating it, start with Essence 3.
Rule 3:
There are obviously no Wyld zones. However, the entirety of the
Matrix is to be treated as one, concerning Wyld-affecting charms.
Therefore, most Matrix locales impose a difficulty penalty of 3 on all wyld-affecting charms. If trying to get deep into the programming - past the Matrix, to affect it's robot creators directly - the difficulty penalty increases to 5.
All Wyld-affecting charms are made as resisted rolls against an Agent's willpower, if an Agent is present.
Rule 4:
The Medicine charm tree can be used to enhance an Awakened
being's own healing inside the Matrix, and to the body of the person.
However, it will not heal any damage not incurred inside the matrix.
Further, it is mostly only useful against non-awakened beings: all
Awakened beings heal 1 bashing every 10 minutes, and 1 lethal every half
hour.
Rule 5:
Occult charms used for affecting spirits can be used to affect
Agents. Note, however, that an Agent always resist with Willpower. If a
given charm /already/ allows a target to resist, the Agent can add his
Willpower to the pool with which he is resisting.
Potent magical items forged with Occult (Artifact 3-5) can damage Agents. Legendary items (Artifact 6+) can actually affect the AI's controlling the Matrix.
Rule 6:
Guns are now included under the Archery tree. I've posted
firearms charms as Exalted Cyberpunk. See:
http://tinyurl.com/kj7n
Rule 7:
Agent Statistics
Strength 3, Dexterity 3, Stamina 4
Charisma 2, Manipulation 2, Appearance 2
Wits 4, Intelligence 4, Perception 4
Archery 2 (Firearms +2), Martial Arts 4 (Defense +3), Endurance 5,
Resistance 5, Dodge 5 (Bullets +3), Athletics 2, Survival 2, Brawl 2,
Melee 2, Presence 3 (Intimidation +2)
Conviction 5, Valor 5, Compassion 1, Temperance 2
Willpower 10
Essence: 4
Personal: 22
Peripheral: 51
Charms (as per Abyssals)
- Bloodthirsty Arrow (Firearms)
- Pulse of the Prey (Firearms)
- Dead Man's Grasp (Brawl)
- Ravaging Strike (Brawl)
- All of Mantis form Martial Arts (CB Eclipse)
- Furious blade (Melee)
- Ox-Body Technique x 5 (-1x8, -2x4)
- Elegant Tyrant's Majesty
- All Dodge charms
- Heal one bashing per turn. Heal one lethal every ten turns.
- Natural Soak of 8B/8L (plus stamina, for 12B/10L). Hardness of 5.