Matrix Agent


Level KXP Psi 8
mMG SU
TH
101-- --+2
2192-- --+4
33831- --+6
47642- --+8
5152531 --+10
6304631 --+12
7608742 --+14
81050852 --+16
91500963 1-+18
101950A63 1-+20
112400B74 1-+22
122850C74 1-+24
133300D95 2-+26
143750E95 2-+28
154200FA6 2-+30
164650GB6 21+32
175100HC7 31+34
185550IC7 31+36
196000JD8 31+38
206450KE8 32+40
216900LF9 42+42
227350MF9 42+44
237800NGA 42+46
248250OHA 43+48
258700PIB 53+50
269150QIB 53+52
279600RJC 53+54
2810050SKC 54+56
2910500TLD 64+58
3010950ULD 64+60
3111400VME 64+62
3211850WNE 65+64
3312300XOF 75+66
3412750YOF 75+68
3513200ZPG 75+70
3613650[QG 75+72
Requisites:Str 30, Dex 30, 2 Class slots
Alignment:any L
HD/level:2d8
Weapon Prof.:5+level
To Hit Table:2*Mon
Save Table:0+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.