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USH'S MATRIX GAME- Quick Reference Area
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

USH'S MATRIX GAME- Quick Reference Area

This thread is designed to give a quick reference place both for new players getting an overview of the system, and for other players trying to quickly lok something up without wading through the full rules.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Nov 21st, 2003 01:29 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

PATH/GUN TRICKS REMINDER

For reference purposes, here is a summary of what the Paths and Gun Tricks do.

PATHS

Path of the Sharpened Scales: A very simple and effective Path- hitting harder via any means- hand, foot or weapon. It is focus heavy.

Path of the Hands of Light: The ideological opposite to the above, this is about nerve strikes and intelligent hits.

Path of the Passive Wings: This is about Holds and Throws.

Path of the Tightening Coils: This is about sheer speed.

Path of the Healthy Tiger: This handy Path is about great endurance, fast ripostes, and hitting hard with your fists.

Path of the Storm Turtle: This is a defensive path, allowing ths sort of acrobatic defences you see in the computer game. You cannot literally dodge bullets but you can move in away desinged to make it very awkward to hit you.

Path of the Leaping Storm: This Path gives you your 'Jedi' powers- jumping high, running along walls etc. It also gives a variety of athletic attack moves to be used with feet or weapons- like running up walls to power up a kick etc.

Path of the Invincible Scholar: THis Path makes you Block opponents- a way to stop their blows leave them liable to a counterattack. if you have something you can do with a Blocked opponent this can be very effective.

Path of the Defensive Master: Counterpart to the above, this Path is about doing things to Blocked opponents.

Path of the Falling Willow: This is about getting your opponent down Prone on the ground, not a good place to be.

Path of the Crouching Monk: This is about being able to defend yourself whilst Prone.

Path of the Swooping Eagle: This is about doing very nasty attacks to Prone opponents.

Path of the Clever Fox: This is a close combat defensive path, for better dodges and countering the effects of weapons

Path of the Jade Emperor: This is the swordighting Path. Swords are very effective but expensive to use with focus.

Path of the Lone Bamboo: This is the spear/staff fighting Path. It is very effective against multiple Mundanes, less so against single, dangerous opponents.

Path of the Iron Butterfly: This is the Knife Fighting path. It has less punch than the other weapon paths but is very fast.

Path of the Venerable Grasshooper: This is the Kicks path. This is a useful compliment to those who use weapons as you can kick whilst armed.

Path of the Defiant Farmer: This is the nunchaku path. Nunchuks are the cheap focus weapon.


GUN TRICKS

Both Guns Blazing: This Trick allows you to use two one-handed weapons at once.

Coppertop Killer: This Trick allows you to better kill Mundanes- the endless ranks of guards, cops and other inconsequential people you may meet

Eagle Eye: This Trick allows you to make very precise shots to ignore inconveniences like cover and armour

Lightning Reload: This Trick allows both very fast reloading of your gun, and allows you to carry more ammunition.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 3rd, 2004 at 05:32 PM

Old Post Nov 21st, 2003 01:31 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Combat Sequence Reminder:

- When a fight starts, we go into 'combat time' and everything becomes done in Sequences and Frames

- A sequence is about thirty seconds worth of action, though this is flexible. Everyone in a sequence has a 'frame' numnber. The person with the highest amount of frames is the next to act. Each action you make costs you frames- the slower the move, the more frames it takes. The average attacking action takes 3 frames.

- You may post your action even if it is not your turn to act, and I will make it happen when it IS your turn. If I am VERY concerned about everyone waiting their turn to act (for example, if something very important is happening that everyone must be aware of the progress of before you take an action) I will tell you.

- You can take 'Continuous' actions, where you take an action whilst doing a longer-term action at the same time (e.g. running and shooting, driving and shooting etc.) but it costs extra frames.

- If time goes by when you were not able to make it, you may use all the frames you have not spent to catch up with the others- within reason. However, if you miss too many days, in order to move the game on I eventually just have to wipe out your unspent frames.

- Focus refreshes at the end of each sequence.

- Each time you are attacked you get to a chance to make a Defensive Action. They almost always cost a frame to use. The most basic defensive action is the 'Active Dodge'- this icnreases your defensive value by two.

- If you end up fighting someone important, you may not make non-combat actions until you win or one of you Flees the fight. Fleeing is risky.

- As frames go by, I shall update the fight so people know what is going on. Each player will have three numbers by him- the numbers are Focus Pool/Wounds Suffered/Current Frame. Mooks (see below) get listed with Current Hits/Current Frame instead.

- Once you have 25 wounds you get a -1 penalty to all atacks. At 30 that penalty becomes -2. At 35 you start making Death Checks. Each time you are hit at 35 wounds or more, you must make another check. The further past 35 you are, the harder the check is. Fail a check and you are out the fight. Fail it by too much and you may die at once, else you can be rescued if someone gets to you.

- Important (or 'Named) Enemies take damage like you and are defeated in the same way.

- Mooks (or 'Unnamed') enemies- policemen, guards, or whatever, are far easier to kill, or at least take out the fight. It is all down to how well you hit them (as opposed to how Hard you hit them, though htting them hard gives you a bonus)- their death depends on the 'Outcome' of your atack, where 'Outcome' is the amount you made the roll to hit them by. Hit them well enough and they go Out the fight, if not then it is easier to take them out next time you hit them.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jul 28th, 2004 at 03:38 PM

Old Post Nov 21st, 2003 01:42 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Here are some tips from me:

- If you are being attacked by many enemies, trying to dodge them all might mean you lose a lot of actions. But not dodging may lead to a lot of damage! The powers 'Willow Step' and 'Vertical Dodge' allow you to dodge several attackers at once- make use of them.

- Don't be afraid if being attacked by, say, five people, to say "Dodge two and try my luck with the others." You are always under pressure in this game and hard decisions- and the risk involved with them- are part of that.

- Some of your fu powers may make you seem invulnerable. But charge into about 20 bad guys and you will run out of Focus before the end of the round- and then you are screwed. Even Neo ran out eventually, against all the Smiths.

- If you are worried about missing an action due to exertion, do not forget you can snap or super-snap basic attacks. But don't forget that fu powers cannot be snapped.

- Also do not forget you can attack more than one nearby opponent at once! I will rule how many you can hit- normally only two or three. You get a penalty to hit equal to the number of opponents you are fighting but this can be very efficient.

- CHANGING weapons (as in putting the current one away and taking a new one) is slow- three or even more frames. But dropping a weapons and drawing s new one is far faster.

- Remember to play smart. If, for example, you plan to shoot someone KNOWING they will use Natural Order to dodge, which is fine by you as you want him to spend the Focus, don't waste four bursts on him. Just give him a couple so you mean business, and save your ammo for elesewhere. Intelligent play like this can make a big difference.

- Never ever ever be afraid to ask me or a teammate what is going on and what you should do. Everything is a learning curve, and be sure that a lot of people are feeling the same way- you are not the odd one out!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jul 28th, 2004 at 03:41 PM

Old Post Nov 21st, 2003 01:52 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Here is a reminder- very relevant now you are going on Assignments at last- at the sorts of enemies you can face

MUNDANES- Cops, security guards etc. Plenty of them, and they die easy. If they are only armed with nightsticks you can probably fight these people all day. If armed with guns you need to be more careful. As the Training Mission showed, if wearing full body armour and armed with burst firing assault rifles, in large numbers, Mundanes can be a VERY great threat! As always, intelligent play will lessen that threat.

NAMED HUMANS- Some VERY competent humans may graduate beyond Mundane status to give you a bit more of a threat. Examples may include hyper-skilled conventional Martial Artists. Such people fight with the same system as you! However:

- As humans, their skill limit is 13
- They have skills with give them the equivalent of a Path- or MAYBE two Paths- but they have nothing like the Focus flexibility of you.
- No matter what their skill or Paths they can never defy reality as you do- no super jumps or wall-walking.

PROGRAMMES- or more precisely, Renegade Programmes, as you never see the ones doing their job.

Programmes from the Machine world operate with a whole different set-up to you- having a Programming Loadout rather than a Download one that works very differently. Of course, the difference on your end is very small. They use Paths just as you do, and have an equivalent of Focus just as you do, and have Strength and Speed just as you do.

There is no clear theoertical limit as to how far a Programme can stretch itself. Seraph would suggest that it is a very long way- past even what an Agent can do, at least in terms of sheer skill.

Programmes can also make use of special Programme Powers, normally keyed into what they manifest as. Some have code that can only be permanently disrupted by certain means- wooden stake, silver bullets etc. However, to judge by the films, if you hit them hard enough they still stay down for a while so don't get too worried. The Twins are a rather obvious example of people with very impressive Programme Powers! I always thought they were Ghosts but apparently they are Vampires as well. Go figure!

AGENTS: Oooh dear... well, go see the Agent intelligence thread for more info about these. But as a reminder:

- They are less directly skilled than you might think.
- They do not have any form of Loadout- Programme or Download.
- They instead have special Agent Powers and Agent Abilities. You will have to learn what these are as you go along.
- They have Strength and Speed as you do, but have a System Resources Pool which works, for the most part, like your Focus pool
- Everyone else tells you to run from an Agent for good reason
- ... but you must pick the right moment to do so, for the penalty for fleeing mid fight can- and will- be greedily taken to its fullest use by an Agent.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 21st, 2003 at 02:14 PM

Old Post Nov 21st, 2003 02:12 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

GLOSSARY

Accurate: Accurate attacks increase your skill by one when using them.

Action Value: The final result of a roll you make- so if you have a skill of 10 and roll +2, the action value is 12.

Active Dodge: The basic Defensive Action, which increases your dodge by 2.

Barehanded: Barehanded attacks or defences require you to be unarmed and with both hands available.

Botch: A spectacularly bad result caused by either rolling far too low, or by a boxcars.

Boxcars: Potential bad luck on an action, caused by rolling two sixes on the intial roll, which means both dice have to be re-rolled. A failure on the second roll causes a botch.

Called Action: Any action you can use when it is not your turn- the most common type being a Defensive Action.

Continuous Action: A action being performed in the background whilst doing something else- the most obvious example is running whilst firing; the running is the 'continuous' part. Running to somewhere may take three frames, but if firing also takes three frames, it does not make it six to do both as you can fire whilst you are running, and do both at once. Continuous actions normally take one frame longer than normal- so running and firing takes four frames in all. Circumstances may add to the penalty of a continuous action.

Death Check: A check made to see if a Player or Named Character actually stays up and fighting, Failing a Death Check takes you out a fight. Death Checks are made on your Constitution and have a difficulty equal to the amount of damage you have taken past 35.

99% of Death Checks are made due to taking excessive damage. In some extreme other circumstances you may have to take one for a different reason, in which case the difficulty may also be set arbitrarily.

Despite the name, Death Checks are rarely instantly fatal. Failing by a small amount represents being simply taken down or knocked out. Severe failures indictae a fatal wound; the larger the failure, the quicker you must receive medical attention. Extreme failures really do mean an instant death (though in a game simulating a film, Heroes and Villains inevitably have time for either dramatic last words, or to stumble and fall off a building, or some such thing).

Defensive Action: An effort made to get out of the way of something- either an Active Dodge, or a Focus power that states it is a Defensive Action. All Defensive Actions are Called when you are attacked, if you wish to make one. They normally cost one frame.

Framed out: Term for someone who has run out of frames. People who are framed out may still take defensive actions but the frames are lost from the next sequence instead.

Frames: The means via which how often and when you act in a sequence is determined. The person with the highest number of frames is the next person to act, and each move spends frames until you have none left.

Impairment: A penalty to all rolls you make. Wounds are the most common cause of Impairment but there are others.

Inflates: Inflating attacks cost more and more if you keep using them. See the Main Rules.

Initiative: A term used to define the number of frames you start a round with. So if I roll a 5 and your speed is 8, you start on frame 13- this is called having an initiative of 13.

Mook: One of the mass numbers of unnamed and relatively unskilled opponents you meet. Mooks are easily eliminated, but dangerous in large numbers.

Mook Killing Power: Mooks do not take damage, but are eliminated by attacks against them with a good Outcome. Attacks with a positive Mook Killing Power require less Outcome to kill a mook. Attacks with a negative killing power actually reduce from the Outcome rolled.

Outcome: The amount you pass a roll by- so if you needed 12 and rolled 15, the Outcome is 3. Outcome is the vital result against Mooks, but it also does extra damage against any opponent. In some cases I may need to measure negative outcome.

Passive Dodge: Your standard difficulty to be hit, based upon the idea that your character is always trying to make a basic effort to get out of the way of things. Passive dodge is always 'on'. It is equal to your highest combat skill- however, your passive dodge with Guns is at -2 if used against a Close Combat Attack. You may always use Martial Arts if its dodge is more favourable.

Note that in extreme circumstances- like if you are totally surprised, or tied to a chair- your passive dodge is zero. Eeek!

Predictable: Predictable attacks are less likely to hit if continuously used. See the Main Rules.

Restricted: Restricted Fu powers or Gun Tricks are expensive to buy in the Download system. Fu powers are noted if restricted; all Gun Tricks are Restricted at level 4.

Sequence: The standard division of time in fights- everything is timed around how much you can get done in one sequence. Sequences are split into Frames. Powers that have a lingering effect tend to last until the current sequence is finished.

Snapping: Taking an action faster than it normally takes, but making it harder in the progress. Snapping makes an action take one frame less than usual but at -2 to your roll; super snapping makes it take two frames less but at -5.

There are limits to what can be snapped. Movement actions can never be reduced, nor any action which does not require a roll (and so is assumed to be being done as fast as it can be anyway)- like reloading. Most importantly, any use of a Power or Trick with a frame cost can never be snapped unless it specifies otherwise.

Wounds: Interchangeable with Damage (though literally speaking, damage causes wounds), each Player, Named Character and Super Mook has a wound track; successful hits on a character causes damage and increases this track. 'Wounds' are not necessarily literal; they can represent fatigue, running out of luck, and losing the 'flow' of a combat. Once they start building up, however, wounds often represent actual wounds. Once you take 25 wounds, you are impaired once; at 30 you are impaired twice, at 35 and above you start taking Death Checks every time you are hit. Supermooks do not become impaired but are automatically killed at 35 or more wounds.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 28th, 2004 03:26 PM
Ushgarak is currently offline Click here to Send Ushgarak a Private Message Find more posts by Ushgarak Edit/Delete Message Reply w/Quote Quick Quote
Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Glossary is now here as well!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 28th, 2004 03:27 PM
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