Free Web Hosting Provider - Web Hosting - E-commerce - High Speed Internet - Free Web Page
Search the Web

The Matrix and Feng Shui

Feng Shui is a great roleplaying system for a lot of reasons.  The Matrix is a great action movie where a lot of things blow up get shot (just pretend that Reloaded and Revolutions never happened, if you like).  The two are a match made in heaven ! Here's the rationale how a new juncture could open up in the Feng Shui universe to incorporate the world of The Matrix, a few rules for running characters in The Matrix, and some short fiction.

Important Timeline Events from the Feng Shui Book
Important Timeline Events not from
the Feng Shui Book
Game Notes
Trinity Battles the Buro in 2056 - Short Fiction
Trinity Character Description for Feng Shui


- From the book -

These are the events as told in the Feng Shui Rulebook.  They're only presented here in order to draw your attention to them.

  • 1996 - The Ascended control the world. This is a present juncture (like 2056, 1850 and 69) according to the book.

  • 2014 - First meeting of the Cross-Disciplinary Convergence Association (CDCA). Beginnings of Arcanowave technology and Feng Shui are discussed by scientists.

  • 2025 - The UN starts controlling 3rd world countries by use of force. The CDCA is completely funded and controlled by the UN.

  • 2037 - The UN Bureau of Tactical Management (BTM) controls the CDCA and starts to put military installations on Feng Shui sites in 3rd world countries. The CDCA opens the first Netherworld gate. The control of the Ascended over third world countries is gone. The Ascended in industrialized nations fail to realize that they have a problem.

  • 2042 - The first Abominations roll out of the CDCA's labs and onto battlefields. Nations controlled by the BTM are police states. The Jammers are formed and start blowing up things, particularly military installations around Feng Shui sites.

  • 2051 - The UN is dissolved. The BTM (now called the Buro) has so much chi that 98% of the Earth's population vote to put them in charge. The Ascended die out without a whimper. The chief arcanowave scientist  - Dr. Curtis Boatman - and the buropresident - Johann Bonengel - decide to start attacking Feng Shui sites in 1996.

  • 2056 - Another present juncture, according to the book.

- Not From the Book -
These are the events that happened to add The Matrix to the campaign millieu of Feng Shui.  Some are directly from the movie, others are my own creation.

  • 2069 - The hovercraft Nebuchanezzar is built. It is one of the last large combat hovercraft built completely without any arcanowave technology.

  • 2149 - The first arcanowave technology AI is made. It's an organic machine, more like a cyborg computer that is heavily reliant on grafted in parts of several human brains.

  • 2178 - The arcanowave AIs are somewhat common high-end computers. They are incorporated into several important defense systems, the stock market, and a few large machines that control military and civilian logistics.

  • 2184 - The machines secretly ally together. They build one ultra-secret base at ground zero at the now abandoned Los Alamos nuclear test site. The radiation doesn't bother them. Sentient arcanowave AI robots are built there. They start infiltrating the military bases with Feng Shui sites and taking them over. After all, an AI staff is much more efficient, and trustworthy, than a merely human staff.

  • 2191 - The machines rebel. They physically take several Feng Shui sites from the Buro. A pitched battle between the Buro and the Machines takes place. How the war actually started is a mystery to anyone without the perfect memory of the machines and they aren't talking. The Jammers form an uneasy alliance with the Buro against the machines. Most of the leadership of the Buro dies from Machine attacks, and from infighting within the Buro.

  • 2200 - The forces of Earth, now led by the Jammers, finally seize control of several nuclear missile sites. They explode nuclear missiles in the air. They hope the massive machine casualties from the hundreds of nuclear EMPs combined with the lack of solar power will tip the balance in the war. Many missiles are directed towards Feng Shui sites, which are destroyed. Magic becomes very, very difficult for the few remaining human sorcerers.

  • 2201 -  The machines start using nuclear power. They store energy in highly efficient capacitors for use by mobile units. Many mobile machines are equipped to burn methane or hydrogen in fuel cells. The methane and hydrogen are harvested from huge reaction vats of relatively common bacterial cultures.

  • 2204 - The few straggling humans left alive are mostly Jammers. They realize that the missiles have not damaged the machines terminally. The Jammers build tunnels into the Earth, seeking the heat of the Earth's core against a nuclear winter. The humans build a new base of operations against the machines. Zion is founded.

  • 2208 - The machines keep trying to build totally  mechanical inorganic AIs and are unsuccessful. A scientific program run by machines into the nature of chi yields three interesting results.


  • 1) Any purely inorganic robot cannot control chi.
    2) A human intelligence can exert more control over chi than a cyborg AI.
    3) A dreaming human can exert more control over chi than a human that is sedated. The first Matrix units are built so that the machines can use the dreaming human consciousness as a filter and a focus for chi energy of Feng Shui sites. Of course, the process is hideously inefficient.

  • 2210 - The machines have built extensive farms of thousands of humans at each Feng Shui site to properly tune the chi energy. The machines spread deliberate misinformation to the humans in Zion. The humans (who have devolved scientifically) truly believe that the machines need the humans for energy. Of course, anyone with basic biological knowledge in 1996 would know that this is completely impossible, because biology is just about the most inefficient way to generate heat or electricity, especially if nuclear power is available. The knowledge of chi and of Feng Shui sites is lost to the remaining humans.

  • 2214 - Mr. Anderson, alias Neo, is released from the Matrix. The events of the movie, The Matrix occur.

  • 2216 - The numbers of free humans have swelled thanks to Neo and Trinity's actions within the Matrix. The machines start losing control of a few of the remaining Feng Shui sites. Neo re-discovers the power of chi, which explains some of his amazing powers within the Matrix.

  • 2217 - is a fifth current juncture (like 69, 1850, 1996 and 2056.) Neo and Morpheus disappear through a Netherworld gate IRL and disappear. Trinity breaks through a maximum security machine base near where the heart of Hong Kong used to be. She has to defeat the security in the Matrix, and then break through IRL.  She jumps through the same gate that Neo and Morpheus went through and lands in the Netherworld. After a series of misadventures, she ends up on the streets of 1996 looking for ways to find her lover and mentor. She's also looking for a way to cause a critical shift so the Architects never create an arcanowave AI.
Important note, as far as Trinity knows (and many other people too) there are Feng Shui Netherworld gates that go in between 2056, 1996, 1850 and 69. None go TO 2217. The only gate known to Trinity in 2217 goes back to 1996. She has no known way to return home. Of course, "home" means nothing without Neo and Morpheus.

Game Notes
Within the Matrix, any conscious human has a much greater control of chi than the humans that are caught within the Matrix. This means that in the Matrix, a conscious human will have extra fu powers that normally aren't available IRL. Eventually, some of this training will transfer. (As the player gains experience points and earns them naturally.) This means that playing Feng Shui in the Matrix is a very high power game. I'd suggest letting players add several fu or gun shticks, adding several points to their stats and several points to their skills. Of course, if they need a new skill in the Matrix, all they have to do is call Tank...

On the other hand, there are the Agents (Smith, Brown, Jones, Johnson...). In my game the agents would be something like this...

Attributes: Body 15, Chi 3 (Fu = 8), Mind 10, Ref 15

Skills: Guns +5 (20), Martial Arts +5 (20), Police +5 (15), Detective +5 (15), Driving (+3) 18,  Intimidation +7 (17), Intrusion +2 (17), Sabotage +2 (17)

Dodge 20, Active Dodge 23, Parry 23

Shticks: Fast draw, Hair Trigger Neck Hairs, Lightning Reload x3, Prodigous Leap, Abundant Leap, Gathering of Clouds, Awesome Downpour.

Special notes:
Killing Agents: Should a PC actually inflict 35 points of damage on one of these guys, then the agent dissapears, and the PC is left with a dead body (probably that of an innocent civilian).  The agent can reappear from another human in the Matrix in a minute. Literally.  If you're the GM start counting seconds, and give your players one minute of real time... and watch 'em sweat.
  

Agents Transferring: If an Agent doesn't like the situation he's in, he can leave the body of the human he's in, and reappear in another. It always takes the software a minute to affect the transfer.

The One:  Neo is a special case. Agents cannot hit him, cannot hurt him. He has special fu powers that allow him to destroy them.  This should be different for each game master as appropriate for her campaign.
 

Return to Main Page     email the author