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Artificial World
Artificial World
Artificial World
ARTIFICIAL WORLD
A LARP & Powered by the Apocalypse Game
by Erika Chappell
Those who know the question speculate many answers. Some see
the Matrix as a euphemism for government, the rule of human
over human, the control we exert over one another. Some see
it as a metaphor for invisible structural systems which
bind and constrict human beings, the web of obligation,
discrimination, and pressure which keeps us imprisoned
inside society and inside ourselves, the social contract
we never signed. Others still believe the nature of the
Matrix is not a question which can be answered so much as
a viewpoint on the world, the question its own own answer:
everything is the Matrix.
Nobody can tell you what the Matrix is. You must see it for
yourself.
Contents
> Preface 3
>Getting Started 6
>Simulation Structure 7
>Beginning Play 8
>Real World Threats 9
>The Basics of the Matrix 10
>Dice & Charges 11
CHARGE.EXE11
REFRESH.EXE11
>Harm12
>Gear13
>Enlightment & Advancement 13
>The Basic Moves 14
RUN.EXE14
SPOOF.EXE14
FIGHT.EXE15
TROUBLESHOOT.EXE16
DISCONNECT.EXE17
>Final Details 18
>Communication18
>Skills18
>Socializing18
>The Operator 19
>Your job 19
>Operator Moves 20
>Threats21
>Bluepills21
>Programs22
>Agents23
>Gear24
>Guns24
>Melee24
>Explosives & Other Weapons 25
>Other Gear 25
>Advancements26
>Lvl.1 Advancements 26
Improve26
Understand26
Preparation26
Come @ Me, Bro 26
Power Blow 26
Foresight26
Disarm26
Firepower26
>Lvl.2 Advancements 27
Improve27
Understand27
Preparation27
Look at his Neurokinetics! 27
Power Through 27
Send them Flying 27
Clear your Mind 27
Transcend27
>Lvl.3 Advancements 28
Improve28
Deep Understand 28
Extreme Preparation 28
Blind Fury 28
Bullet Dance 28
No Pain 28
Scavenger28
See the Code 28
Transcend28
Transcend28
>RSI SHEET 29
>The Matrix Has You 30
>The Unreality 30
>Landmarks in the Matrix 32
>The Resistance 34
>Redpill Philosophies 35
>Other Factions 37
>Getting Started
This simulation you are about to experience is an analog
simplification of training programs used to help people
understand the shape of the struggle ahead. It will give you
an intuitive understanding of the nature of your reality and
aid you in breaking free, as well as prepare you for what
you will find on the other side.
You will need many six-sided dice (at least a dozen), paper
and pencils for taking notes, and a laptop or tablet for
referencing the rules. A timing mechanism (the timer on your
phone will suffice) and a prominent button or switch should
be placed on the table. Food and drink are also encouraged;
if you die in a LARP, you die in real life.
When you sit in the chairs and put on the item representing
your brainjack, you are connected to the Matrix. At this
point, you pick up your dice and playbooks and play a more
structured experience, with the Operator guiding players
through the world of the Matrix, controlling the threats and
environment under the pretense that they are informing them
of ongoing developments.
You can plug into the Matrix freely so long as the ship is
within broadcast range of the Matrix, but leaving is a more
complicated matter. Simply pulling out your brainjack will
result in instant braindeath, so you can’t simply stand up
and interact with crew in the Real World without logging out
properly. If you need to get up for other reasons, break
character first.
>Beginning Play
When you sit down to run this simulation, you are playing
out a “day in the life” of the crew of a Zion infiltration
hovercraft. This involves heading up near the surface to
interface with the Matrix, pressing the war from inside the
Machine’s operating system.
Moves can snowball into one another; one Move can lead to
another Move. The Operator can also ask you to use a Move
because of a circumstance they come up with; this is called
“Pushing a Move.”
CHARGE.EXE
If: you enter a charged situation...
Then: Roll as many d6 as your Will and keep 5 as your
Charge.
REFRESH.EXE
IF: you find a quiet moment to recharge...
Then: Roll the missing dice on your current Charge and
remove 1 Harm.
You can only Refresh if you are missing Charge. Refresh can
be as simple as a quiet moment; it’s just important that it
happens.
>Harm
Damage and injury inside the Matrix is handled as Harm. Harm
is fleeting; while the shock of a punch or gunshot can be
hard to ignore, one of the first thing any redpill learns is
to suppress lingering pain, and the suppression of pain is
tantimont to the elimination of injury in an artificial world
based only on sensation.
When you hit 6 Harm, that’s it for you; you straight-up die.
Redpills are pretty tough, but getting shot a half-dozen
times in the chest tends to put them down for good. Don’t
get shot.
How much Gear you want to carry depends on how willing you
are to get noticed, rated as such. 10 effective gear is the
max you can carry on your human person.
>> With 1 Gear you’re flying under the radar. Whatever you
got is hidden even from careful search.
>> With 3 Gear, you’re carrying, but people won’t notice
unless they search you.
>> With 6 Gear, you’re strapped to a pretty serious degree.
You might be able to walk down the street, but a cursory
inspection will reveal all your firepower.
>> With 10 Gear, you look like you’re walking in out of a
warzone and it’s fucking obvious to everyone. This is the
kind of stupid bullshit that brings the Agents down like
the wrath of god.
RUN.EXE
If: you flee the scene...
Then: Input +TWITCH.
-> If Hit, then escape unscathed.
-> If Partial, then:
-> Leave Something Important Behind
-> Take Something Bad With You
-> Draw Attention to your Exit
You will spend a lot of time on the run. You are not welcome
here now that you are not connected; the system sees you as
an error to be corrected. There are many problems you cannot
solve with your fists, or will bullets. Chief among these are
Agents. Learn to run.
SPOOF.EXE
If: you avoid or block incoming harmful stimuli...
Then: Input +GRIT, repeating as required.
-> If Hit, pick one, and take +1 to counter.
-> If Partial, pick two.
-> Take 1 Harm.
-> Take the full Harm implied.
-> Get knocked back or knocked away.
-> Get stunned or left vulnerable.
-> If Miss, take all 3 and then make it worse.
Don’t just say you’re doing this; set it up. Use the dice
to create a cool fight scene; your hits as flawless strikes,
the back and forth of block and counter-attack, show how you
get struck and use it to make openings. Geek out about your
sweet kung-fu moves; now’s the time.
Remember that all the dice get resolved during the fight. If
you input any misses, you’ll still get hurt even if your
hits put the target down and then some.
TROUBLESHOOT.EXE
If: you engage in a gunfight...
Then: Input +COOL, repeating from firearm Shots.
-> If Hit, inflict appropriate Harm.
-> If Partial, choose 1.
-> Wing target for 1 Harm.
-> Supress and force target under cover.
-> If Miss, take return fire.
When you shoot people up, you use a gun to do it. Guns look
like this.
The <1> is how many Gear Points the pistol costs. The 1 is
how many shots it takes in a single Move; this Pistol only
shoots twice before you’re done.
When you wield two guns at once, you can shoot both of them
in a single action. If they are two different guns, you might
want to use two different colour dice for each, or roll them
seperately, so you can tell which damage should apply. You
can still freely spread the damage around.
After you’ve fired your guns, they’re empty. You can spend
1 Gear Point to reload a gun you’ve fired, or you can just
throw them away when they’re done.
DISCONNECT.EXE
If: you do the impossible...
Then: Input 3 dice straight.
-> If all are Hits, you do it and Advance.
-> Else, Advance, and the GM tells you how it goes.
Anything is possible.
>Communication
Every player carries a cell phone they can use to contact
each other or the Operator. The Operator can also hear them
talk even when the players can’t hear the Operator, and can
thus relay information from somebody who can’t pick up a
phone. In other words, don’t worry about it.
>Awareness
There is no rule for spotting things or tracking awareness.
The Operator is the eyes and ears of the players. Whenever
they ask anything, the Operator should answer immediately
and truthfully. If a relevant detail would be important for
the players, the Operator should reveal it.
>Skills
Whatever players need to know how to do, the Operator can
provide. Players can always request to have the knowledge
of how to fly a helicopter, pick a lock, hack a computer, or
operate a tank uploaded into their brain. This should never
slow the game down.
>Socializing
There is no rules for socializing because there is no
possibility of convincing anyone of anything. That is not
the point of this game. Everyone answers any question
tersely and without complaint, if cryptically. Nobody ever
passes up a chance to spout exposition.
>Your job
You are here to do the following.
>> Highlight the unreality of the world.
>> Make the lives of the characters fast and exciting.
>> Find out what happens.
Never say no; say “okay, I can work with that.” Find a move
that matches their ambition. If no move exists, figure out
what happens. Say “yes, and.” If you really have to flat-out
shut somebody down, say “No, but...” Give people a way out,
a way through, and a way forward.
The second is the Hard Move, when you just do it and they
have to deal with the consequences. This is what you break
out when they input a Miss or do something overtly stupid or
risky. The Hard Move is merciless.
>Bluepills
All Bluepills ultimately serve the system; the Matrix runs
as software on their wetware, their brains providing the
power to fuel the collective dreamworld. None of them know a
world beyond this one; none of them can, not yet. You are a
threat to them and their way of life, even if that life is a
lie and a prison.
Instincts
>> To follow orders
>> To defend their posts
>> To uphold the system
Moves
>> Lay down overwhelming firepower.
>> Storm a place and take it by force.
>> Cover all approaches and exits to a location.
>> Raid safehouses and disappear allies.
>> Demand surrender and obedience.
>> Gather intelligence and act on it.
>> Lead the way with smoke and explosives.
>> Pile on and overwhelm with numbers.
>> Call for reinforcements.
>> Act as a path to bring Agents into the scene.
>Programs
The Matrix has many rules. Some are physical; gravity,
motion, thermodynamics. Other are metaphysical, and one of
those rules is that any intelligence inside the Matrix has
to conform to the shape of the intelligences that create
it. In other words, even the Machines are human inside the
Matrix, with human senses and human vulnerabilities.
Instincts
>> To follow rules, theirs or others.
>> To maintain the status quo.
>> To see something new and interesting.
Moves
>> Reveal a terrible truth or secret.
>> Offer to make a deal.
>> Test the strength of interlopers.
>> Use their surroundings expertly.
>> Reveal a power and demonstrate its limits.
>> Use their power cleverly, within those limits.
>> Offer a gift that isn’t what it seems.
>> Hold the line while others escape.
>> Move the fight to where they have advantage.
>> Leave once things aren’t interesting anymore.
>Agents
The most dangerous avatars of the Machines inside the
Matrix, Agents are free programs which derive their power
from the fact that they run directly on a dedicated wetware
platform. In other words, they manifest by suppressing the
identity of a bluepill and using the entirety of that brain
to process their thoughts and actions.
Instincts
>> To force conformity and obedience.
Moves
>> Hop to a body closer to the target.
>> Strike a single, devastating blow.
>> Shoot to inflict debilitating wounds.
>> Break down barricades without slowing.
>> Call in backup, conventional or otherwise.
>> Ignore what should be a fatal blow.
>> Leave a broken body and return fresh.
>> Already be waiting at the objective.
>> Talk candidly with a helpless foe.
>> Steal a vehicle by possessing the driver.
>Gear
Here’s some stuff you might find useful.
>Guns
Lots of guns.
>Melee
Melee weapons increase the damage on FIGHT Moves. You can
only use one a ta time. On a Miss, the Operator can opt to
have you break or lose them as a consequence.
>Other Gear
Here’s some other stuff that might come in handy.
>Lvl.1 Advancements
Improve
Increase a stat from -1 to 0.
Understand
+1 Will
Preparation
You appear to carry 1 less point of Gear.
Power Blow
Your 6+ hits in FIGHT do +1-Harm.
Foresight
Discard a 6 from your Charge for a spendable +1-Input.
Disarm
With a successful FIGHT attack, you can disarm an
opponent, taking or discarding a weapon.
Firepower
Spend a Gear point to add +1-Harm or +1-Hit to a
weapon when you fire it.
>Lvl.2 Advancements
Requires 3 Lvl.1 Advancements.
Improve
Increase a stat from 0 to +1.
Understand
+1 Will
Preparation
You appear to carry 1 less point of Gear.
Power Through
When you REFRESH, remove 2-Harm.
Transcend
Take as part of a successful DISCONNECT. You can now
perform the action you attempted there at-will (ie:
You always dodge the bullet, you always make the jump)
>Lvl.3 Advancements
Requires 6 Advancements.
Improve
Increase a stat from 0 to +1.
Deep Understand
+2 Will
Extreme Preparation
You appear to carry 2 less points of Gear.
Blind Fury
When you make 3+ attacks in FIGHT, you may opt to roll
another 2 dice and use them directly as Input.
Bullet Dance
Always take -1-Harm against incoming fire.
No Pain
You are only Out of It on 5+ Harm.
Scavenger
When you REFRESH, gain 1 Gear.
Transcend
As before.
Transcend
As before.
>RSI SHEET
NAME:
HANDLE:
ENLIGHTENMENT:
◯ ◯ ◯
MOVE LIST
>The Matrix Has You
It is often said that nobody can be told what the Matrix is,
that this revelation must be made with ones own eyes. But,
with that option not avaliable, a description will have to
do.
Whoa is right.
>The Unreality
The Matrix presents itself to the people connected as
a recreation of Earth in the late 20th and early 21st
centuries, specifically recreating the relatively stable life
of predominately urban areas of the developed world. It is
from the sky to the asphalt a forgery, and a fairly crude
one at that, relying on the human minds that inhabit it to
fill in the details.
>Redpill Philosophies
Those fighting the machines have many different ideas of how
the war should proceed, and given the decentralized command
structure they are often free to pursue these angles without
oversight and come to their own conclusions about the nature
of their struggle.