The Matrix Reloaded

Matrix Reloaded

The sequel of The Matrix, released in 2003, shows us a Neo at nearly his full potential.

The second movie of the trilogy has a lot of action scenes compared to the first and also a lot of main characters.

The first movie is the concept, the start of the trilogy, the second movie is its heart. A lot of questions are solved in this movie and after watching it, you understand what is the Matrix.

The video game « Enter the Matrix » and « The Animatrix » were also released the same year.

If I love the atmosphere of the first, mainly because the Matrix is mysterious (Is it real ? How can it be possible ?), I also really like the second movie thanks to its action scenes and great characters.

So I admit the first is the best and that slowly the scenario of the trilogy became less and less interesting. But I also spent a good time watching Reloaded. The Wachowski Brothers (now Sisters), gave us an artistic trilogy with has not the best scenario but a strong identity and ambiance.

Jupiter Ascending has no story but is very artistic as Cloud Atlas which has on the other hand a good story, even if it quite hard to follow all the characters.

The Wachowskis are complex and produce uncommon movies, some are good, others are bad, but all are very artistic and the Matrix trilogy undoubtedly gave us strong memories.


Savage Worlds

Characters

Merovingian

The Merovingian (sometimes called The Frenchman) is an old, powerful program that resides within the Matrix. Self-described as a « trafficker of information », the Merovingian behaves much as a leader of a powerful organized crime syndicate. He and his wife Persephone operate a smuggling ring providing haven for exiled programs in the Matrix.

Merovingian
Attributes: Agility d6, Smarts d12, Spirit d12, Strenght d6, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Intimidation d8, Investigation d12, Knowledge (Matrix) d12, Notice d12, Persuasion d12, Shooting d6, Stealth d4, Streetwise d12, Taunt d12, Throwing d6, Tracking d4
Charisma: 4; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Arrogant, Greedy (minor)
Edges: Alertness, Linguist, Independant Program (Noble), Investigator, Charismatic, Connections
Equipment: A black suit and he is filthy rich, so what you want.
Matrix Points:
6

Persephone

The wife of the Merovingian, she is a disillusioned person.

Persephone
Attributes: Agility d6, Smarts d12, Spirit d12, Strenght d4, Vigor d4
Skills: Athletics d6, Driving d4, Fighting d4, Knowledge (Matrix) d10, Notice d8, Persuasion d8, Shooting d4, Stealth d4, Streetwise d6, Taunt d6, Throwing d4
Charisma: 4; Pace: 6; Parry: 4; Toughness: 4
Hindrances: Vengeful (minor)
Edges: Alertness, Very Attractive, Rich
Equipment: A red leather dress and she is rich, so what you want
Matrix Points:
2

Seraph

A program that appears as a human of Asian descent, Seraph behaves as a guardian, similar to a computer login screen, to protect access to more important programming; it challenges anyone for the proper credentials. In this case, Seraph fights the challenger, allowing those with sufficient fighting skill (and the rightful reasons to access) to meet the Oracle.

Seraph
Attributes: Agility d12, Smarts d6, Spirit d10, Strenght d12, Vigor d10
Skills: Athletics d12, Driving d6, Fighting d12, Knowledge (Matrix) d10, Notice d12, Persuasion d4, Piloting d4, Shooting d12, Stealth d8, Streetwise d4, Throwing d12, Tracking d8
Charisma: 0; Pace: 6; Parry: 10; Toughness: 7
Hindrances: Code of Honor, Loyal
Edges: Alertness, Ambidextrous, Fleet-Footed, Quick, Improved Block, Combat Reflexes, Improved Counterattack, Improved Martial Artist, Two-Fisted
Equipment: A traditional Chinese clothes and two Browning BDM (9mm)
Matrix Points:
6

The Architect

The Architect is a highly specialized, humorless program of the Machine world as well as the creator of the Matrix. As the chief administrator of the system, he is possibly a collective manifestation, or at the very least a virtual representation of the entire Machine mainframe.

The Architecte
Attributes: Agility d4, Smarts d12, Spirit d12, Strenght d6, Vigor d6
Skills: Intimidation d4, Investigation d12, Knowledge (Matrix) d12+2, Notice d6, Persuasion d12, Shooting d6, Streetwise d12
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Hindrances: Cautious, Curious
Edges: Charismatic, Connections, Scholar
Equipment: A white suit
Matrix Points:
10

The Keymaker

The Keymaker (sometimes spelled Key Maker) was a program created to open up the Source for The One.

The Keymaker
Attributes: Agility d6, Smarts d10, Spirit d10, Strenght d6, Vigor d6
Skills: Athletics d4, Knowledge (Matrix) d12, Notice d8, Repair d12+2, Throwing d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
Hindrances: Yellow
Edges: Luck, McGyver
Equipment: Common clothes and a huge bunch of keys
Matrix Points:
4

The Oracle

The Oracle is a program with such insight into human psychology that she has clairvoyant abilities. She was initially created to interpret aspects the human psyche and was responsible for the key principles behind the third « current » version of the Matrix. After having served her purpose, she went into Exile and aided the Resistance in the Machine War.

Instead of an Arcane skill, I created a Knowledge (Oracle) skill, more simple.

The Oracle
Attributes: Agility d4, Smarts d12, Spirit d12+2, Strenght d4, Vigor d4
Skills: Knowledge (Matrix) d12, Knowledge (Oracle) d12, Notice d12, Persuasion d12, Streetwise d8
Charisma: 2; Pace: 6; Parry: 2; Toughness: 4
Hindrances: Wanted (major) or Elderly and Wanted (minor)
Edges: Alertness, Charismatic
Equipment: Common clothes and cookies!
Matrix Points:
10

The Twins

The Twins are two of the Merovingian’s henchmen, originating from the machines’ second attempt at creating a viable matrix. It is unknown why the Twins became Exiles but they are apparently very infamous with the Agents. Rumors emerged that their reason for becoming Exiles was that their programming became infected with a virus, which the Merovingian was able to remove. Some suspect they were former Agent programs that became exiles when replaced with the more « modern » Agents.

The Twins
Attributes: Agility d12, Smarts d6, Spirit d8, Strenght d10, Vigor d10
Skills: Athletics d12, Driving d12, Fighting d12, Knowledge (Matrix) d10, Notice d10, Piloting d8, Shooting d12, Stealth d8, Throwing d10, Tracking d8
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 (armor 1)
Hindrances: Overconfident
Edges: Alertness, Ambidextrous, Improved Block, Brawler, First Strike, Rock and Roll!, Steady Hands
Equipment: A white suit and a white coat, a Heckler & Koch UMP-45
Matrix Points:
8
Dematerialization : For 1 Matrix point, a twin can move 1 turn in an ethereal form, go throught the wall and fly (same pace). Others have a penalty of -4 to notice him, but he can’t use something when in ethereal form.

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