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The Matrix and Feng Shui
Dodge this.

These statistics are for Trinity IRL, not as she would be within the Matrix. 
When I played her, we were wandering around in the other Junctures.
She is based on the Ex-Special Forces Archetype,
with modern history swapped for counter-terrorism and intrusion swapped for sabotage.

Description:

Trinity is a lean athletic woman. Her short dark hair is often worn slicked back and tucked behind her ears. She has large,  piercing blue eyes, and is constantly scanning her surroundings for trouble. She moves with the pantherine grace of a professional martial artist. Trinity dresses in tight black vinyl and leather when she's working. She also wears sunglasses nearly all the time. They have a HUD that connects her to the real world when she's in the Matrix. In the real world, they're a useful low-light vision system and clock.

Trinity rarely is without an abundance of guns, and doesn't belive in reloading during combat. She throws down her empty weapons and pulls her next set of guns. After all, where she trained, guns were free. She's also a compent combat driver, although she's more familiar with motorcycles, helicopters and hovercraft than cars.

She is professional, dedicated, businesslike. She's not prone to outbursts and can be very patient. Very serious. She does have a more delicate, vulnerable side, but is very unlikely to display it to anyone but her closest friends. Extremely loyal to her comrades. She's more than a little paranoid.

Trinity has ugly metal plugs in the back of her head, and one in her left arm. She has scars along her arms, spine and abdomen where some of her sockets were removed when she was freed from the Matrix. Her hair covers the socket in the back of her head, and she often wears a long leather glove on her left arm or long sleeves, or a band to cover the socket on her left arm.

Melodramatic hook:

Short story:

Trinity ended up in the Netherworld searching for Morpheus and Neo. She must find them again.

Long story:

Morpheus and Neo disappeared into the Netherworld after a particularly bad battle with several agents. During the course of this battle, Neo discovered the real reason that the machines were keeping humans alive, and of the Shadow Wars.

Trinity would do anything to find her mentor and the man she loves. This might include endangering her current allies. She fears Neo and Morpheus are dead. If she determines that they are dead, she will do anything to avenge them.

Trinity's personal quest is to cause a critical shift in the present juncture that prevents the Architects from taking over in the 21st century. She figures if she can derail the Architects before 2217 then all the human misery of the 22nd and 23rd centuries will never have taken place. She's also against any form of over-dependence on machines or mind control. This is why she has trained herself to be a deadly weapon and rarely drinks.

How this is useful to the GM:

  • If she sees someone that looks like Morpheus or Neo (or any of her cohorts from 2217 - like Tank) she'll run after them. This of course may lead her down a blind alley full of bad guys or something else equally unpleasant.

  • If she stumbles over a Buro operative, she'll want to take some time alone with him to get more information about what the Buro is doing in 1999. If she stumbles over an idea that looks like it will really hurt the Buro, she will push the party into doing whatever it takes to make this idea come to fruition.

  • If someone offers her information about Morpheus or Neo, she'll give them what they want in order to get the information. Of course, information about Morpheus or Neo would have to come from Matrix agents in 2217... or someone who could read her mind via the influence shtick... or someone who's spent a lot of time working the situation over with a divination shtick... or maybe from an elite intelligence agent from the Buro...


BODY 7
CHI 0
MIND 5
REFLEXES 9
Move 7
Fortune 0
Charisma 5
Agility 9
Strength 7
Fu 4
Intelligence 5
Dexteriity 9
Constitution 7
Magic 0
Perception 5
Speed 9
Toughness 7
Willpower 5


Skill (page # in book)
Base
Bonus
AV
Info/modern history p. 56
5
+5
10
Drive p. 54
9
+7
=12
Guns p. 55
9
+9
=14
Sabotage p.58
9
+4
13
Martial Arts p. 57
9
+6
11
Intrusion p.56
9
+4
13

Shticks (4 gun shticks, and  1 fu shticks)
Hair trigger neck hairs: +2 to perception tests. May use outcome on guns or dodge.
Fast draw x2: +2 to initiative if firing a gun on first action.
Both guns blazing: Roll once to hit. Total damage of both guns - (opponent's toughness x2) + outcome of damage roll = Wound points to opponent.
Prodigious leap (14): Leap twice movement horizontal or vertical. Path of the Leaping Storm. P. 86

Dodge 14, active dodge 17, parry 10

Weapon Name
Reload
Dam.
Conc.
Capacity
2x Smith & Wesson sigma, polymer case
1
10
1
14+1
     Ammo OOOOO/OOOOO/OOOO+O
     Ammo OOOOO/OOOOO/OOOO+O
2x Glock 18,  fully automatic
1
10
1 (2)
17 (33) +1
     Ammo OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOO+O
     Ammo OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOO+O
Benelli 121, semi-auto
6
13
5
7+1
     Ammo OOOOO/OO +O
     Ka-CHINK! Takes 1 shot and causes 1 extra damage
2x H&K MP5 K, fully automatic.
Can be fired one handed
3
10
3
30+1
Ammo OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOOOO+O
Ammo OOOOO/OOOOO/OOOOO/OOOOO/OOOOO/OOOOO+O

Automatic Weapons: +1 damage for each 3 round burst. Any number of bursts, ammo limited. Announce before fire. If 3 or more bursts, - 1 action value per burst. p. 62

Aiming:  +1 action value bonus per 1 shot spent aiming. Max +3. p. 137

Called Shot: -1 to -2 penalty. Outcome <7 weapon gone. >8 weapon damaged. p. 137

Wounds:
OOOOO/OOOOO   OOOOO/OOOOO   OOOOO -1 /OOOOO -2
OOOOO Make death check

Wealth: Poor
Juncture: 2217
Type: Ex-Special Forces
Fortune Dice Remaining: 0
XP earned: 12
XP Spent: 10


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