Matrix Agent

Level

KXP

Psi 8

mMG SU

1

0

1-- --

2

19

2-- --

3

38

31- --

4

76

42- --

5

152

531 --

6

304

631 --

7

608

742 --

8

1050

852 --

9

1500

963 1-

10

1950

A63 1-

11

2400

B74 1-

12

2850

C74 1-

13

3300

D95 2-

14

3750

E95 2-

15

4200

FA6 2-

16

4650

GB6 21

17

5100

HC7 31

18

5550

IC7 31

19

6000

JD8 31

20

6450

KE8 32

21

6900

LF9 42

22

7350

MF9 42

23

7800

NGA 42

24

8250

OHA 43

25

8700

PIB 53

26

9150

QIB 53

27

9600

RJC 53

28

10050

SKC 54

29

10500

TLD 64

30

10950

ULD 64

31

11400

VME 64

32

11850

WNE 65

33

12300

XOF 75

34

12750

YOF 75

35

13200

ZPG 75

36

13650

[QG 75

 

800px-Matrix_Agents_(Second_Generaton)Requisites:

Str 30, Dex 30, 2 Class slots

Alignment:

Any L

HD/level:

2d8

Weapon Prof.:

5+level

To Hit Table:

+2*Level

Save Table:

+2*Level

Reference:

RDM

Groups:

Warrior, Robot Controlled,   

Complexity:

CF=4

Gets Bar Str and Dex.

PSP’s=LVL*10

Str or Dex bonus to Psi progression.

Can always purchase Demolitionist equipment. Divide cost by LVL. When buying grenades, 10 grenades are considered "Capital E Enough".

Level N (every level): +2 Str and Dex. You can’t trade these away.

Level 1: Free Martial Arts style, +2 maneuvers per level.

Level 1: 1bV: Deflect up to LVL attacks this segment.

Level 1 ¶: DR LVL*5/-. 

Level 2: Regen (troll-like) Con score/s. 

Level 4: Immune Psionics and Radiation.

Level 9 ¶: +1D action.

Level 9: 1D: Magic Jar into nearest target (no save).

Level 12: Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn

Level 16: Sustain Multiverse Code.