Friday, September 5, 2025

Matrix Talents Tier 1-3

 


Group 9 Matrix WIP

This group specializes in hacking, Matrix combat, data manipulation, and cyberwarfare.

Tier 1

Basic Hack

You can hack into low-security systems with ease.

         Effect: If the TN of a non-extended Hack check is 20 or less, you can perform it as a Minor action instead of a Major action.

Data Surge

You can overload a system with data, causing minor disruptions or confusion.

         Effect: Overload a system, causing it to malfunction for 1 round (e.g., cameras go offline, doors lock, etc.).

Matrix Perception

You can easily find hidden data or weaknesses in digital structures, giving you an edge in the Matrix.

         Effect: Gain Advantage on checks to spot hidden data, traps, or vulnerabilities in the Matrix.

Signal Boost

You can boost your signal strength or hacking range, allowing you to operate from farther distances.

         Effect: Increase your hacking range by 50% or boost your connection strength, reducing the chance of interference or disconnection.

Tier 2

Advanced Hack

You can hack into secure systems with ease.

         Effect: If the TN of a non-extended Hack check is 30 or less, you can perform it as a Minor action instead of a Major action.

         Prerequisite: Basic Hack

Data Steal

You can steal valuable information from secure systems without leaving a trace.

·         Effect: Gain Advantage on Scan checks to extract data from secure repositories. If you score at least a Significant success, you generate 1 less step (2 on a Complete success) of Overwatch score. Since Scan generally speaking generates low Overwatch to begin with, this can let you operate without drawing the attention of GOD. There is no effect on Hack checks.

Firewall Bypass

You are intimately familiar with firewall design – and how to bypass them.

  • Effect: Gain Advantage when on Hack checks when attempting to bypass Firewalls.

·         Prerequisite: Basic Hack

Matrix Combatant

You are an expert at virtual combat.

  • Effect: Gain +2 bonus to attack and defense rolls when engaging in Matrix combat.

Tier 3

Cyberwarfare

Your cyber attacks are unusually powerful.

·         Effect: You deal 1d6 damage in Matrix combat. This damage bypasses standard defenses, so roll it separately or use a different colored die.

Network Control

You can briefly take control of a subnet or device, bending it to your will.

  • Effect: When you successfully hack something, you gain control of the device or subnet for 1 round (+1 round per decree of success). You can force it to perform normal actions within its capabilities. You could, for example, make a subnet ignore your presence, deactivate all ICE, turn it hostile to another avatar, or have a drone open fire on someone or make it crash.
  • Note: You can hack stuff and control it without this feat, but that type of control requires major effort on your part, whereas with this talent, you can direct the system as a free action.

Ultimate Hack

You can hack into high-security systems with ease.

         Effect: If the TN of a non-extended Hack check is 40 or less, you can perform it as a Minor action instead of a Major action.

         Prerequisite: Advanced Hack

Tier 3 Enabled

 


What it says on the tin: Tier 3 is now unlocked regardless of total XP gained up until this point.

Chapters Campaigns

The Big Idea: Chapter-Sized Stories

We’ve usually run one massive campaign that goes on for years. That’s given us sprawling worlds and deep characters — but it can also get overwhelming, and sometimes (always?) we fizzle out without a clear ending.

I’d like to try something different: a Chapters format.

  • Each Chapter is a self-contained arc (about 8–12 sessions).

  • It has a clear beginning, middle, and end.

  • At the end of each Chapter, we pause, reflect, and decide together if we want to:

    • Continue to the next Chapter in the same setting, OR

    • Switch to a different world for a while, then return later.

Think of it like seasons of a TV show: each has its own story, but they can build into a larger saga.


The Menu: Six Concepts

Here are six Chapter pitches, grouped by setting. Tentatively, we might rotate settings — one 2297AD, then one Argentum, then one 40K, then back around. Nothing is set in stone here — we could pick entirely different settings — but I think three settings is about as much as a rotation system can handle.

2297AD (Hard Sci-Fi, Gritty Frontier)

  1. Ghost Soldiers – Washed-out veterans offered a second chance by a secret benefactor. Off-the-books missions, deniable ops, survival without support.

  2. Legionnaires of the Frontier – Soldiers of the French Foreign Legion, stationed on the edge of human space. Official, but expendable. Camaraderie, hard soldiering, and danger in the dark.

Argentum (Dark Epic Fantasy, Myth & Memory)

  1. The Forgotten Truth – Ordinary people living ordinary lives… except they know something is wrong with the world. Strange dreams, glimpses of impossible things, and then an Incident that cracks reality wide open.

  2. Legends in the Making – Adventurers striving to forge their own legend, so the Silver City will recognize them as equals. Ambition, glory, and the price of being remembered forever.

Warhammer 40K / 30K (Grimdark, War & Betrayal)

  1. Broken Spears – Loyalist Space Marines stranded behind enemy lines after a failed relief effort. Forced to survive with limited resources and interact with ordinary humans they must inspire or recruit to their cause.

  2. Shattered Crusade – Expeditionary fleet in the later Great Crusade, cut off by vast warp storms. Paranoia spreads, loyalties strain, and not every ally is what they seem.


The Full Pitches


2297AD: Ghost Soldiers

You are all washed-out veterans — former soldiers, cops, or security operators who’ve been chewed up and spat out by the system. Maybe you were wounded, maybe you got court-martialed, maybe you just burned out. Either way, your careers are over… or so you thought.

Now, a secret benefactor reaches out. They have the resources to fix what’s broken — cybernetics, medical treatment, debts erased. They’ll pay you well, too. The catch? Your missions will be off the books. No official sanction, no backup, no rescue if things go wrong.

You’ll be a deniable asset, pushed into the dirtiest corners of human expansion in 2297. Maybe you’re investigating strange events on a frontier colony. Maybe you’re sabotaging a rival power’s black project. Maybe you’re protecting humanity from a threat nobody even wants to admit exists.

This is your second chance — but it comes at a price.


2297AD: Legionnaires of the Frontier

The French Foreign Legion in 2297 is more than a fighting force — it’s a place to disappear, to start over, or to bury the past. Nobody asks where you came from, or why you joined. Maybe you’re running from debts, from dishonor, from the law… or maybe you just wanted to test yourself alongside some of the hardest soldiers humanity has to offer.

Life in the Legion is brutal but simple: march, fight, survive. You’re shipped out to the edges of human space, where colonies teeter between survival and collapse, where rival powers circle like wolves, and where strange discoveries hint at dangers beyond politics.

Your orders are clear: do what the Legion tells you, go where they send you. But what happens when the mission shifts from hard soldiering to something darker — covert operations, shadow wars, or threats no briefing could prepare you for?

In the Legion, you’ll find brotherhood, danger, and no way back.


Argentum: The Forgotten Truth

You are ordinary folk in an ordinary land. Farmers, smiths, clerks, soldiers. Life is simple, predictable… almost too predictable.

And yet — you know something isn’t right. You dream of places you’ve never seen, but which feel achingly familiar. You catch glimpses of strange creatures in the woods, shadows in the corners of your vision. Sometimes you remember something vast and important — but it slips away the moment you reach for it.

Everyone else seems fine. They laugh at your unease, dismiss your visions, or treat them as madness. Maybe they’re right. Maybe you are going mad.

Then, there is the Incident. A disaster, a murder, a supernatural event that no one can ignore. Suddenly the fragile surface of your world cracks wide open. What lies beneath is darker, stranger, and far more dangerous than you ever imagined.


Argentum: Legends in the Making

In this world, everyone knows the truth:

  • The Silver City is where the worthy ascend, their legends preserved for all time.

  • The City of the Gods awaits only those whose deeds echo across the ages.

You are not content to live and die in obscurity. You dream of greatness. Of adventure, of battle, of sacrifice, of deeds so bright they cannot be forgotten. If you can forge your own legend, the masters of Argentum will welcome you as equals… and perhaps, one day, even the gods themselves will call you kin.

Your journey begins humbly — a band of would-be heroes seeking their first true tale. But what will you risk to make your mark? What will you sacrifice to etch your name in eternity?

And what if the truth is not what you’ve been told?


40K: Broken Spears

The war was supposed to be won. A relief fleet was sent to liberate a besieged Imperial world. But everything went wrong. The fleet shattered, the enemy entrenched, and the world burns.

Now you, a handful of loyalist Astartes — survivors from different Chapters — are trapped behind enemy lines. Cut off from support, low on resources, and forced to rely on the courage of ordinary humans, you must find a way to complete your missions: destroy enemy strongpoints, rally resistance, and hold out against impossible odds.

The Emperor’s angels are mighty, but here you are more than warriors — you are symbols of hope, leaders of men, and sometimes the only thing standing between survival and oblivion.


30K: Shattered Crusade

The Great Crusade rolls on. The stars burn bright with conquest as the Imperium unites world after world. You are part of an expeditionary fleet, proud to carry out the Emperor’s will at the edge of known space.

Then, disaster. Without warning, vast warp storms erupt, severing all contact with Terra. Your fleet is stranded, cut off, adrift in hostile regions. The dream of unity becomes isolation — and worse, something is wrong within the fleet itself. Whispered doubts spread, loyalties strain, and not all allies can be trusted.

Is this a test of faith? A cosmic accident? Or the first tremors of something greater stirring in the galaxy?

Here, at the edge of the Great Crusade, you must decide: hold true to your oaths, or carve out a new destiny in the chaos.


Final Thoughts

This is just meant to get the mind working. No immediate answer is required — just take a look, let it simmer, and share your thoughts when you’ve had time.

One neat possibility is that this approach could also let us revisit old, beloved campaigns. Instead of trying to fully restart something that fizzled (usually for a mix of reasons), we could return for a single Chapter or two — not necessarily right after where we left off, but at some narratively interesting point in the future. That way, we can enjoy the highlights of a world we love without being trapped by its old baggage.

I don’t have all the answers here. Maybe this will be fantastic and give us a new rhythm for our games. Maybe we’ll find that we really do prefer sticking with a single long-running story. Either way, I think it could be worth trying.

Feedback is very welcome.

JOURNAL ENTRY – PHILIP HARROWFIELD // SEPT 27-OCT 5, 2097

Some days I forget I’m supposed to be managing a concert tour. Halo’s show might be the face of it all — the roar of crowds, the global streams, the memes — but behind that curtain? There’s an empire taking shape.

Skyway Elite is the tip of the spear. Entertainment, simsense, new Halo concepts, Phoenix Rising reviews, whole “reality” constructs being test-piloted for the next phase. The ratings feed the machine, and the machine feeds me.

Then there’s the Axon Research Initiative. Digging into the magical past to unlock the future. Academic on the surface, but the implications are anything but. A team of scholars and conjurers picking apart the bones of the First and Second Ages, mapping power where others see only myth. Velaxas. The Obsidimen. Resonance. The End of Ages. Life on other worlds. Induced Awakenings. Cures for all your woes. The past pas the power to unlock the future.

Ironview Holdings LLC is the other hand. Not the district — the company. Darklight revenues sluiced into opportunities across the globe, from Norway’s fjords to Indonesia’s island chains. Risk and emerging markets, dressed up in glossy investor decks. Truth is, those markets only open because of my personal connections — to dictators, warlords, semi-legal dynasties. You don’t get those deals without shaking the right bloody hands.

The coalition against Velaxas remains fragile, every meeting another balancing act. To some, I’m the glue; to others, the interloper. And the work doesn’t stop there. Samarkand is its own theater — clandestine operations I won’t commit to paper, the kind that only exist because they’re denied. And speaking of Samarkand: Vivek and his daughters won’t just fade quietly into myth.

Philip Harrowfield handles the boardrooms, the press calls, the appearances. TB mutters about power left on the table, enemies not yet crushed. Wizkid runs his own parallel campaign in the Matrix, building, tinkering, probing.

Three voices, one body, and not enough hours in the day.

What ties it together is momentum. If I stop moving — if any of us stop moving — the whole structure collapses. 

So we don’t.

We build, we burn, we smile for the cameras.

Sept 27 — Vancouver

Shiawase Stadium. Packed to the rafters, drones buzzing like flies over sugar, and the air thick with AR overlays. Tonight was supposed to be just another concert, another triumphal stop.

Instead, Halo took the stage and announced — without pre-clearance — her “lifelong ties” to the Universal Brotherhood. She spoke about handouts in Redmond, about their “self-improvement” courses, about how they helped her find focus when she had nothing. Delivered in HD simsense, raw and sincere. Hard to argue with. Hard not to believe.

It’s not what we agreed to. Not quite. She framed it as gratitude, not allegiance, but the nuance is already lost to the feeds. The story is “Halo endorses the Brotherhood.”

I’ll keep digging. Mr. Black and his team are already busy with the list Wizkid pulled — seventeen hundred “problematic” members, flagged for further action. Some will be nudged, some erased. I could call in Aztechnology assets, or even UCAS intelligence, if I need muscle. But for now, the shadows are cleaner.

Philip Harrowfield hates this development.
TB smells prey.
Wizkid shrugs: “she’s making a play.”

Sept 28 — Seattle, Renraku Megadome
Seattle — always wet, always wired, always restless. Halo leaned into it, called the city the bridge between East and West, “sometimes troublemaker, never boring, always raining.” The crowd ate it up.

I smiled the whole time, the perfect boyfriend-board member-producer. Inside, TB grumbled about wasted potential; Wizkid spent the whole set mining the crowd’s AR overlays for exploitable code.

Sept 29 — Seattle, Street Concert

Different venue. An old sports stadium, the smell of soy-dogs and cheap synth-beer heavy in the air. This one was for the streets: orks, trolls, humans stacked ten to a flat in Ironview, all there to scream themselves hoarse.

Halo thanked Silvia McKay by name — the local councilwoman — for “helping turn Ironview around.” A lie, of course. McKay did nothing except show up for ribbon-cuttings. But now? She’s a hero, and with a little more guidance, she might even be a mayoral candidate one day.

The tour officially “ended” here. Halo told them the Darklight chapter was closed, and that Tenochtitlan on October 8 would mark the beginning of “something new.” No details. Just promises. Clever girl. Keep them guessing, keep them thirsting for the blessings of the Goddess.

Sept 30 — Seattle, Semi-Private Show

Invitation-only. Power brokers, sponsors, old friends of the tour. Halo gave them exactly what they paid for: exclusivity. I gave them handshakes and subtle offers.

Oct 1 — Departure for Tenochtitlan

Seattle fades into the mist again. My new home is the old heart of the empire: Tenochtitlan.

I’ll always keep ties to Seattle — TB won’t let me sever them even if I tried — but the Board seat binds me here. The neighbors are also colleagues, rivals, potential allies. The trick is to be useful without being threatening, to offer opportunities without painting a target on my back.

Aztechnology’s Board is… wildly energetic and dysfunctional at the same time. Members sabotage each other’s projects, undercutting divisions for personal gain. And they constantly interfere with operations, not trusting the top executives to do their jobs without oversight. 

But you never strike the Board directly. Never. That way lies the obsidian knife. To win here, you have to be clever. And I am exceedingly clever.

Oct 5 — Tenochtitlan, The Black Flame

Grand Inquisitor Natti requested my presence. At least officially, that's what he did, but really, it was me accepting his challenge — or invitation — depending on how you frame it. To prove that I am all that he hopes I am.

He brought me before the Black Flame. An ancient source of arcane power, burning darkly since before memory, since before this city had its current name. Natti claimed stewardship, tracing a line of guardians who “took over” from the previous ones — meaning they killed the locals and claimed the fire during the Conquest.

The Inquisition serves Aztechnology, yes. But not entirely. The inner cadre — the cabal who know the Flame — serve it first. Natti hinted that some of my fellow Board members are Disciples, though he did not say who. Perhaps not all of the Inquisition even knows.

When I reached out and the flame touched me, the Sun-Stone woke from its slumber. Again, it opened the gates for power, and arcane energies surged through me, threads of my ancient legacy unspooling. Without the stone... I would have been touched — but not transformed.