The Virtual & The Reality

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The document introduces a role-playing game set in the world of The Matrix where players take on the roles of the crew of the hovercraft Baudrillard. Their captain has been compromised and left their minds in The Matrix, and the players must create characters and go on adventures in both The Matrix and the real world.

Each character can choose a goal such as becoming the new captain, being 'The One', saving the captain, freeing their mind or saving Zion.

The GM will introduce a threat to the characters, which could be Sentinels, Agents, a rogue human faction, The Merovingian, The Architect, or a Deus Ex Machina.

Virtual & Reality – by Sean Scott

VIRTUAL & REALITY: A MATRIX MOD OF LASERS & FEELINGS BY JOHN HARPUR
YOU ARE THE CREW OF THE HUMAN RESISTANCE HOVERCRAFT BAUDRILLARD. Your mission
is to explore and find new broadcasting points in the real world in order to ‘jack-in’ and
access The Matrix. In The Matrix you will deal with machine programs and humans, both
‘blue pills’ and ‘red pills’, and defend the human colony of Zion in the real world against
the dangers of both worlds. CAPTAIN OSHII, his body in his quarters, has been overcome
by a strange force that has left his mind jacked-in and lost to The Matrix, leaving you to
fend for yourselves.
PLAYERS: CREATE CHARACTERS
1. Choose a style for your character: Believer, Defiant, Naïve, Potential, Zen, Zion-
Born

2. Choose a role for your character: Pilot, Operator, Coder, Oracle, Gun-fu, Wuxia,
Sparky

3. Choose your number, from 2 to 5. A high number means you’re better at THE
VIRTUAL; your power and ability comes from the virtual world; (digital technology;
hacking; rationality; diplomacy; calm, precise action and combat). A low number
means you’re better at THE REALITY; your power and ability comes from the real
world; (engineering, intuition; feelings; seduction; wild, passionate action and
combat).

4. Give your character a cool ‘unplugged’ Matrix-appropriate name. Like Switch,


Dozer, Ballard, Niobe, Persephone, Mouse or Trinity.
You have: (in The Matrix): a super cool sunglasses and leather outfit combo. Your usual
weapons of choice. A mobile phone for communication from inside The Matrix.
You have: (in the Real World): Your private quarters. Ragtag survivor threads. Shared
Electromagnetic weapons. Access to the computer database for training.
Player Goal: Get your character involved in crazy adventures in The Matrix and try to
make the best of them.
Character Goal: Choose one or create your own: Become Captain, Be The One, Save The
Captain, Free Your Mind, Save Zion, Defeat Agents.
PLAYERS: CREATE THE SHIP
As a group, pick two strengths for the Baudrillard: Fast, Nimble, Auto-Cannons, Powerful
Hull, Superior Sensors, Broadcast Strength, EMP.
Also pick one problem: This Will Feel A Little Weird (can’t jack-in or out of The Matrix
when being hunted/pursued/in combat), There Is No Spoon (always need to stock up on
food), Chairs, Lots of Chairs (limited jacking-in space and Captain Oshii is taking up one
space), Hey Mikey, I Think He Likes It! (Only one crew member can be trained on a
specialist skill at a time), Ignorance is Bliss (Captain Oshii has been found out to be a
known Machine-sympathiser/a classic Cypher)

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Virtual & Reality – by Sean Scott

ROLLING THE DICE


When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared
and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your
character and the situation.) Roll your dice and compare each die result to your
number.
If you’re using Virtual (science, reason et al), you want to roll under your number.
If you’re using Reality, (rapport, passion et al) you want to roll over your number.
0 - If none of your dice succeed, it goes wrong. The GM says how things get worse
somehow.
1 - If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or
cost.
2 - If two dice succeed, you do it well. Good job!
3 - If three dice succeed, you get a critical success! The GM tells you some extra effect
you get!
If you roll your number exactly, you have VIRTUAL REALITY! You get a special insight
into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good
questions:
What are they really feeling? Who’s behind this? How could I get them to _____? What
should I be on the lookout for? What’s the best way to _____? What’s really going on
here? You can change your action if you want to, then roll again.
HELPING: If you want to help someone else, who’s rolling, say how you try to help and
make a roll. If you succeed, give them +1d.

GM: CREATE A MATRIXY ADVENTURE


Roll or choose on the tables below.
A THREAT…
1. Sentinels 2. Agents/Agent Smith 3. Rogue Human Captain/Faction 4. The Merovingian 5.
The Architect 6. The Deus Ex Machina
WANTS TO…
1. Destroy / Corrupt 2. Protect / Empower 3. Steal / Capture 4. Build / Synthesize 5. Bond
with / Hack 6. Pacify / Occupy
THE…
1. Matrix 2. Oracle 3. Zion Mainframe 4. Deus Ex Machina/Machine City/The Source 5.
Machine Army 6. Rogue Program/Agent Smith/The Merovingian
WHICH WILL…
1. Destroy The Matrix killing everyone connected to it 2. Lead to the war and subsequent
invasion of Zion 3. Reboot the cycle of The One and thus enslave everyone again 4. Allow a

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Virtual & Reality – by Sean Scott

rogue Agent to hijack the bodies of humans connected and pass into the real world 5.
Corrupt, twist and destroy every good program connected to The Matrix 6. Fix Everything

GM: RUN THE GAME


Play to find out how they defeat the threat. Introduce the threat by showing evidence of
its recent badness. Before a threat does something to the characters, show signs that it’s
about to happen, then ask them what they do. “The Agent pulls his pistol from his holster.
What do you do?” “Cypher pours you a glass of Dozer’s moonshine and places his arm
around your shoulder. What do you do?”
Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall
where they may. Use failures to push the action forward. The situation always changes
after a roll, for good or ill.
Ask questions and build on the answers. “Have any of you encountered a Seraphim before?
Where? What happened?”

Lasers & Feelings: The doubleclicks tribute RPG (v1.2) is by John Harper.
oneseven@gmail.com onesevendesign.com This game is licensed under a CC BY-NCSA 3.0
license. http:// creativecommons.org/ licenses/by-nc-sa/3.0/us/ thanks Ryan Scott and
Dan DeCruz.

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