www.lanzarotecaliente.com (press control & click here)

New Skills Matrix Awareness (Wis) This skill represents the characters ability to convince themselves that the Matrix is actually only a computer program. While in the Matrix, with this skill the character can concentrate and fully realize while that he/she can bend the rules of the Matrix to accomplish superhuman tasks.

New Feats Massive Leap Prerequisites: Fully aware of the Matrix. Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and jump a distance which defies the natural laws of physics. A massive leap can be used once a day per every 3 ranks of the Matrix Awareness skill (minimum of once a day). When a character performs a massive leap, he decides the distance to leap, rolls a Matrix Awareness check. The distance or height jumped is equal to the Matrix Awareness roll. On a horizontal jump, the height attained is equal to a quarter of the horizontal distance. Example: Hawkeye is trying to jump over a 30 foot gap. He has a total Matrix Awareness skill modifier of 12. He rolls a 19 on his Massive Leap check and adds 19 + 12. The total is 31, and as such leaps 31 feet horizontally and 7 feet in height. He clears the gap.

Enhanced Strike Prerequisites: Fully aware of the Matrix, Combat Martial Arts. Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and enhance his physical strength in the form of an attack. Enhanced Strike can be used once a day per every 3 ranks of the Matrix Awareness skill (minimum of once a day). After making a successful unarmed attack, the character can choose to make a Matrix Awareness check against a DC of 15. If successful, the attack does an addition 1d10 damage, and sends the opponent backwards equal to half the Matrix Awareness roll. Special: If the size category of the opponent is not medium, the distance knocked backwards is -5 per size category larger than medium, and +5 per size category smaller than medium. Example: Winter is in melee combat and makes a successful unarmed attack against Agent Jones. Choosing to use the Enhanced Strike feat, she rolls a Matrix Awareness check. Her total bonus is +8, and rolls a 12. She succeeds by getting a total roll of 20. Agent Jones takes an additional 1d10 damage, and is knocked back 10 feet.

Timeframe Acceleration (Dodge) Prerequisites: Fully aware of the Matrix, Dodge. Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and speed himself up, allowing him to dodge an attack by viewing it as occurring slower than it actually does. Timeframe Acceleration (Dodge) can be used once a day per every 4 ranks of the Matrix Awareness skill (minimum of once a day). This feat when used lasts for 1d4 rounds + 1 per 7 ranks in Matrix Awareness. Whenever an attack is made against the character within this time, he can make a Matrix Awareness check against a DC equal to the attack roll. If successful, the character successfully dodges the attack. Activating this feat is a free action and requires a Matrix Awareness check of 15. Special: Cannot be used in conjunction with any other Timeframe Acceleration feats. Example: Spark is in ranged combat with a police officer. On his turn he decides to use the Timeframe Acceleration (Dodge) feat, and rolling a Matrix Awareness check and gets a 16. He succeeds in activating the feat, and by rolling a 1d4 finds it will last for 2 rounds. Next round, the police officer fires a shot off at Spark, and gets a attack roll of 18. Normally this would hit Spark (who has an AC of 16), but he rolls a Matrix Awareness roll and with his bonus of +4, gets a 19. He successfully moves fast enough where he is able to dodge the attack, taking no damage.

Timeframe Acceleration (Attack) Prerequisites: Fully aware of the Matrix, Alertness. Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and speed herself up, allowing her to attack at an extraordinary rate. Timeframe Acceleration (Attack) can be used once a day per every 4 ranks of the Matrix Awareness skill (minimum of once a day). This feat when used lasts for 1d4 rounds + 1 per 7 ranks in Matrix Awareness. During this time, the character receives an extra attack at her highest base attack bonus. Activating this feat is a free action and requires a Matrix Awareness check of 15. Special: Cannot be used in conjunction with any other Timeframe Acceleration feats. Example: Winter is in ranged combat with a Matrix Daemon. Deciding to use the Timeframe Acceleration (Attack) feat, she rolls a Matrix Awareness check and succeeds by rolling a 17. Rolling a 1d4, she finds it will last for 1 round. She proceeds to fire at the Daemon, and gets an additional attack at her highest base attack bonus.

Timeframe Acceleration (Speed) Prerequisites: Fully aware of the Matrix, Combat Reflexes. Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and speed himself up, allowing him to move extraordinarily fast and react quicker. Timeframe Acceleration (Speed) can be used once a day per every 4 ranks of the Matrix Awareness skill (minimum of once a day). This feat when used lasts for 1d4 rounds + 1 per 7 ranks in Matrix Awareness. During this time, the characters speed increases by 20 feet, and when he has the ability to make multiple attacks of opportunity, can make them all against the same opponent. Activating this feat is a free action and requires a Matrix Awareness check of 15. Special: Cannot be used in conjunction with any other Timeframe Acceleration feats. Example: Hawkeye is in melee combat with an Agent. On his turn, he rolls decides to use the Timeframe Acceleration(Speed) feat. He rolls a 15 on his Matrix Awareness check, and proceeds to roll a 1d4. It lasts for 3 rounds. He then attacks, and misses the Agent. The Agent proceeds to attempt to grapple Hawkeye. Due to Combat Reflexes, as well as a dexterity modifier of +3, he is able to make 4 attacks of opportunity against the Agent.

Mind Over Body Prerequisites: Fully aware of the Matrix, Medical Expert.

Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and convince himself that his injuries are not real. When used, a Matrix Awareness check is made. The character using the feat is healed by an amount equal to half the result. A character cannot be healed past his maximum health. Using this feat is a free action and can be used once a day per every 5 ranks of Matrix Awareness. Example: Spark is currently down to 15 HP, out of his max of 20. Using this feat, he rolls an 18 on his check. He is healed by 9, and now has 20 HP (his maximum).

False Reality Prerequisites: Fully aware of the Matrix, Focused Benefit: With this feat, the character gains the ability to bend the rules of the Matrix, and temporarily cause a ripple in the fabrication of the Matrix. This feat effectively acts as a ranged attack. When used, a 3x3 region of the characters choice, within 30 feet is effectively “warped”. It appears as though it were rippling and anything within the area takes damage equal to half the result of a Matrix Awareness check. False Reality can be used once a day per every 6 ranks in Matrix Awareness. This feat is manifested as a half action, provoking an attack of opportunity if within 5 feet of another. Special: If a PC or creature is targeted, that person can make a reflex save equal to the results of the Matrix Awareness check to avoid taking damage. Example: Winter is in ranged combat with Agent Ash. Winter utilizes this feat and targets Agent Ash. Rolling a 22 on her Matrix Awareness check, Agent Ash makes a reflex save and gets 19. Failing, a region of Agent Ash’s body begins to “warp” and he suffers 11 damage.