BELIEF (Wis)
Unplugged only
The more ranks you have in this skill, the more you have the ability to perform certain tasks in the Matrix.Wall Tricks
**Sometimes you may get into a fight, and you may need to get out of there damn quick, use the walls as leverage. This way you can avoid being hit and/or take a few down and your way out.**
Run up wall and flip off backwards: Climb check + Belief bonus. DC 15 Gives +2 to defense for that round
Run forward using wall: Climb check + Belief Bonus. DC 17. Gives +5 bonus to defense for perpendicular enemies, +3 to defense to parallel ones.
Fire gun while doing these: +7 to DC
Engage in Melee while doing these: +10 to DCJumping Tricks
**Sometimes when a person goes into the Matrix, he may find some obsticals in his way. Obsticals like Gravity. Fear not! For there are ways around that! Whether you want to take that guard out without being hit, or just get to that other rooftop a little quicker. This is what you use**
Matrix High Jump: Jump Check + Belief Bonus. DC(Depends on target Height)
Use wall as leverage: -4 to DC
Matrix Long Jump: Jump Check + Belief Bonus + 2/per 10 feet of speed. DC(Depends on Target Distance)
Matrix Jump/Dodge: Jump Check + Belief Bonus. DC(Enemys Attack Roll) +3 per projectile. Gives +5 dodge bonus for that round.
Shoot in air: +7 to DC
Hard Landing: Tumble Check + Belief Bonus. DC 15 + 2 per 10 feet of fall. In a successful roll, you ignore all damage taken from the fall.
Fly: Roll Belief check. DC 50 You can fly with perfect precision. Default speed it 100mph. Roll another check to double flight speed.Ability Increases
**At the expense of one Action point, you can gain a little burst of confidence giving you the advantage in the Matrix. This gives you the ability to hit extra hard or be extra fast or accurate for one round. Must call use before round begins.**
Strength: Roll a Belief Check. DC 18 to see if you may succeed. When you do, roll 1d8 and add the result as a bonus to strength for THAT round.
Dexterity: Roll a Belief Check. DC 18 to see if you may succeed. When you do, roll 1d8 and add the result as a bonus to dexterity for THAT round.
Run Speed: Roll Belief Check. For every 2 points over 10. Add +5 to your Run Speed.
Fight Speed: Roll a Belief Check DC 20. If successful, you may attack one extra time in the round at the expense on one action point. (Can only be used once per target.)