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[DL] Re: You are caught in the Matrix (Warning LOOOOONG)






 Hi all,

    I had originally intended to send this after making up all the stats for
everyone and all the npc's but life is not dealing me a hand that makes that
possible.  So instead, here is the basic outline for the game.  I figure all
you really need is the premise anyway, most of you out there will modify to
your own ends anyway.  So enjoy.



 After seeing my favorite movie of the year, I pondered how I might
incorporate it into my favorite game.  This is a little adventure I came up
with.  I hope you like it.  As always please let me know what you think.

The set up:

      This game scenario is designed so that players of both Deadlands and
HOE can play it, although I recommend that it squarely be played by those
from HOE, as it may make those from DL find their gaming experience in DL
less enjoyable once they learn the "truth" of their world.  Again, this is
set up as a HOE adventure.

     This is a perfect chance to introduce HOE to your DL players, and is
actually the way I recommend doing it.  This way you can have twice the fun.


YOU ARE CAUGHT IN THE MATRIX
by
Ray "Rayman" Johnson

SPOILER SPACE Marshals only from here on out




























xxxxenough space, let us beginxxxxxxx

     To begin with, let your players create characters for both DL and HOE.
I suggest you let them play DL for a few sessions with those characters with
no real casualties.  Let them get to know their characters.  This is
essential to this scenario.  They players need to have feel for the DL
setting, and their characters.  Once you have played a few games start
having the characters notice "odd" things.
        For example, they may notice an event occurs twice.  A stagecoach
drives by a saloon, with dust kicking up all over the place.  Then it
happens again a split second later in an identical fashion.  They should
have experiences with deja vu.  They may even notice townsfolk subtly
changing appearances.
        Once they get the feeling that something is amiss start making them
paranoid by having mysterious men in black follow them.  These men
disappear/appear at will, and can never be captured or confronted by the
players.
        Now, let one of the characters start to experience weird dreams.  If
one of them has the Night Terrors hindrance then this is when it hits them.
The dream is of a dark man, who calls himself Morpheus, and his message is
quite clear.  "You are caught in the Matrix.  If you want to live you must
break free of its hold before it's too late."
        The players should experience this for several nights.  Now things
start rolling.  The player having the dream should be confronted by one of
the men in black when he is alone.  The man will identify himself as Agent
Smith, and say he is with the Pinkertons.  He will inquire about whether the
character/s have met Morpheus.  When they respond negatively Smith will
smile and give them a warning about Morpheus.
          Smith's comments should run along the lines of Morpheus is a
dangerous man, he cannot be trusted, in fact he isn't even human.  He is a
monster of a terrible nature, and if they should be contacted by him the
PC's should contact him at once.  Smith paints a dangerous picture of
Morpheus, and his "gang of outlaws" the Hackers.  The agent will provide
means for locating or contacting him when the time comes.  Smith then
disappears without a trace.
         If  the PC is, in fact, a Pinkerton then all the better.  Smith
will be able to produce whatever documents he will need to convince the
others that he is telling the truth.
         Smith should give the PC some sort of bad vibe, something that
marks him as unnatural.  Nothing definite, just feelings, but the player
should not feel comfortable around him.
         That night the PC will dream of Morpheus again, only this time,
Morpheus is completely able to hold a conversation, he wants a meeting, and
he names a time and place.  The location is a day's ride from the posse's
current location.  The meeting place is an old cave, known as Mo-dem, the
Indians in the area believe is haunted. The cave's name is an ancient word
that means gateway.  He assures the PC that Smith is an agent of evil and
not to be trusted.  Hopefully, Morpheus will be able to convince the PC that
he is on the level, and that they should make the journey required.


If the party decides to go against Morpheus

           Well, somewhere something went wrong, and they've opted to
contact Smith anyway.  Don't worry, we can fix that.  Have the party arrange
a meeting with Smith.  Let them give him all the details.
            Once he's in the know, Smith will tell the party to go to the
meeting place anyway, so he can catch Morpheus and the Hackers unawares.
            The party will then go to the prearranged place.  Morpheus and 2
others, both women, will be awaiting their arrival.  One woman wears all
black, and the other is clothed in white.  Once the posse arrives the trio
greets them.  The woman in black introduces herself as Trinity, and the
other as Switch.
          Morpheus explains that he can only free the party from the matrix
at a place of power.  The cave they stand before is such a place, and to
break free of the matrix all the party need do is follow them inside.
        Before the party can make a move either way Smith arrives with 2
other agents.  They open fire on everyone at once.  For dramatic effect you
can have the agents kill one of Morpheus's lady friends, or just severely
wound one of them.  Smith will openly attack the PC that made contact with
Morpheus without hesitation.  No matter what the PC's do they cannot hurt
the evil agents.  They will dodge any bullets, but can be hurt by spells ,
miracles, and the like.  If an Agent is killed, his body morphs into that of
another person.  You may want to dramatize this fact by having one of the
agents dodge a bullet so that there is no mistaking what he has just done.
The agents are incredible fast and agile.
        Eventually the PC's will figure out their only hope for survival
will be to flee into the cavern.  Once the go inside their whole world in
for a change.  Literally.


Or if the party decides in favor of Morpheus:

     Then everything is easy.  Have them rendezvous at the cave as planned.
They meet Morpheus and his friends.  He is willing to explain things, but
only after they go through the cave.  He doesn't feel safe out in the open,
and for good reason.  Morph will tell the party everything he can once
they're on the other side, but for now his concern is the cave.
      If the party gets too curious, or is unwilling to just go blindly into
the cave, then have Smith arrive.  In this case, he's alone.  He will
attack, shooting at Morpheus first, and the PC he made contact with
thereafter.  He is the impetus to get the posse into the cave.
      Again, Smith is immune to any and all attacks save for point blank
assaults on his person.  The party seeing the futility of fighting him
should beat a hasty retreat into the cavern. Once inside they see a bright
blinding flash and then. . . . .


You are now free of the matrix

    Having entered the cave the posse is in for a shock.  They are not who
they thought they were.  In fact, their world isn't even real.  They have
awakened in the era of Hell on Earth, and nothing they have known will
prepare them for this.
   The party awakes individually in glass globes filled with a viscous
semi-transparent fluid.  They are completely hairless.















Things to know about the Matrix

1)      The Matrix is not a computer network.  In reality, it is a
collection of souls.  Each time a mind is entered into the Matrix its
personality is reconfigured into a personality that would fit into the
1800's.  Junkers tend to become Mad Scientists, Crusaders become Blessed,
Lawdogs become gunslingers, etc.  The core personality cannot be erased,
good people remain good at heart, and bad people carry their darkness into
their new lives.
       The core remains the same, while the mind is altered.  Those caught
in the Matrix are rewritten.  They get new names, new looks (i.e. Residual
Self-Image), and new skills.  Their old memories are erased and lost after 5
days.  While in the Matrix time is three times faster, so people get to live
out up to 3 lifespans in the soul web.
     I say lifespans, because they can live numerous lifetimes.  Gunslingers
tend to get shot a lot faster than farmers.  So heroes often get
reincarnated more than average folks.
     It works like this.  You are captured by the hunter drones.  They
attach you to the cybernetic uplinks, and download your mind and soul into
the matrix.  The soul remains attached to the original body, but the mind is
shuttled away to a holding tank.
     Minds that are deemed evil enough are saved.  They get programmed into
Harrowed Cyborgs, Hunter Drones, and Killbots.  These minds are altered so
that they serve the Matrix, and in no way can they act against it.  Minds
that are deemed of high moral fiber or "average" are used only as templates,
the majority of them are lost forever.  After five days the Matrix has
dominated the core mind and it can never be made into what it was if freed.
    The soul then gets assigned a new mind and personality.  The cycle of
getting new personalities will continue until the body connected to the soul
dies.  Once this happens several things occur.  First, the body is broken
down into a nutritious liquid, and it is fed to the other helpless beings
caught in the Matrix.   Bodies deemed to be in excellent shape escape
liquidfication and  are instead used in the Harrowed program.   At the
moment of death the soul becomes a permanent part of the Matrix.  It can
never be retrieved again.
      Good souls become background characters, almost like character actors
on a movie set.  They get shuffled and reshuffled as parts are needed.  Pure
souls become angelic beings, nature spirits, and so on.  Wicked souls become
manitous and abominations.  Simply corrupt souls become 2 bit villains.  The
only way to free these souls is to destroy the Matrix.


2)  The Harrowed Program
     The Matrix knows how to defend itself, after all it has had hundreds of
years to learn how to do so.  Besides building Killbots and Hunter drones it
also creates a unique creature, the Harrowed Cyborg.  That in and of itself
is not unique.  These harrowed, however, are.
     The Matrix uses bodies like Junkers do trash.  To be more specific,
bodies are shells that can have minds inserted or removed at will.  In fact,
particularly successful minds are copied, so even if a party manages to kill
Wild Bill the mad 'Borg, they may find themselves facing him again.  They
may even run into him more than once at one time.  Especially skillful
harrowed are often replicated 3,4, even 5 times.  So Wild Bills will roam
the land looking for whatever the Matrix directs them to find.
     Sometimes, and this is a rare occurrence, someone will prove to be a
big enough threat to the Matrix that it will send one of it's virus programs
out in a Harrowed body.  Virus programs cannot be replicated, so the Matrix
uses them sparingly.  If a virus is lost, then it will take the Matrix years
to recreate it.



3)  Virus Programs

      There are only 3 virus programs in the Matrix at a time.  Each is a
self aware program that serves the Matrix.  Their goals are to keep the
souls under control.  They also try to keep freejacks like Morpheus and his
crew out of the Matrix.  In all the hundreds of years the Matrix has existed
it has never lost a virus program.
     The Virus programs are the AGENTS.  The Agents are superhuman in the
Matrix.  They are faster, stronger, more agile.  They are expert marksmen,
master brawlers knowing every form of hand to hand combat imaginable, and
can get any other skills they need in an instant.  Agents can dodge bullets
and spells, bend steel or punch through concrete, and walk on a tight rope
as easily as crossing the street.  The complex programs are susceptible to
bullets at extremely close range and al spells.

Morpheus has one rule for dealing with Agents.  Run!!!



4)  Physical LAWS in the Matrix

       Reality works differently in the Matrix.  Physical laws can be bent
or broken.  For example, a freejack (someone who has entered the Matrix from
outside and knows the rules of the Matrix) can jump hundreds of feet or move
faster than an average human ever could.  This is how the Agents manage to
dodge bullets and leap huge distances.  They can bend the physical laws, but
they are unable to break them.
     This means that freejacks are superhuman compared to the unknowing
souls caught in the Matrix.  Ords (ordinary folks to you an me) can still be
dangerous, but one on one they can't compete with freejacks.
    Morpheus believes that someday the ONE  will appear.  He or she will be
able to rewrite the physical laws in the Matrix at will.  He also believes
that a member of the posse is the one.

5)  Zion

     Zion is a city built by Freejacks which is located deep underground.
The Matrix knows about Zion, and desperately wants to destroy it, but it has
yet to learn of it's location.  If that information is ever made available
to it, then it will send every available Hunter drone, Killbot, and cyborg
at it's disposal to obliterate the city and it's inhabitants.
     Agents try to discover it's location from freejacks, hunters scan the
depths for lone adventurers, and the Matrix waits.  It knows that someday it
will find Zion.  All Freejacks, in order to protect the city, have implants
in their brains that will mindwipe them if they are ever downloaded into the
Matrix.  This prevents the Matrix from gleaning the information by simply
reading the mind of a downloaded victim.  Thus, the Matrix offers great
incentives for people to produce the information.
    Fortunately, the way to Zion is so confusing and secretive that only a
small number of guides know the way.  Not all freejacks can find their way
to or from the underground city.  Morpheus is one such person.








CHARACTERS IN THE MATRIX







MORPHEUS

Morpheus is an Old Soldier, who has been battling the Matrix for years.  He
recruits those that he can, and kills the ones he can't save.  He seeks the
"ONE", the person that can manipulate the reality of the Matrix at will.  He
believes he has now found him in the PC's posse.

TRINITY

   Morpheus's right hand woman.  She was once a Lawdog, now she is locked in
battle with the Matrix, which claimed her entire posse.

NEO

Morpheus thought Neo was the "ONE", but he was wrong.  A former Indian
Brave, Neo was the latest one snatched by the Matrix before the new party
arrived.

APOC

    A mutant rejected by the Matrix due to his genetic incompatibility.  He
was saved by Morpheus, and now follows him out of respect and loyalty.

SWITCH

Switch is a Templar.  She follows Morpheus because she nearly lost herself
in the matrix, and she has vowed to destroy it.  Inside she often poses as a
Blessed, wearing all white and carrying a bible.

CYPHER

Unbeknownst to the group, Cypher died in the Matrix a few weeks ago, and was
replaced with another personality.  The current personality has cut a deal
with Smith, give him Morpheus and he keeps the body.  Give him Zion, and he
gets to leave the Matrix altogether.  So far, the doppelganger has yet to be
discovered, but lately it has been acting in ways a little different than
it's host would.  The others all think he is just under some strain and will
get over it soon.

TANK

Born in Zion, and brother to Dozer, Tank is a standard gunman.  His large
size enables him to overpower most men in a fight.  He is Morpheus's
personal body guard.

DOZER

Born in Zion like his brother, Dozer cannot Jack into the Matrix.  His
responsibility is to locate capable personalities recently captured by the
Matrix and lead Morpheus to them.  He is an expert computer hacker, and
should be considered an ancient style Mad Scientist.

MOUSE
    A small time programmer.  Mouse is a Syker in HOE, and in the Matrix DL
he is a Huckster.




The Agents




The Agents are the fist and steel of the Matrix.  Since all the Matrix is
able to do is contain the souls it houses, and feed off of their fear, it
had to create a way to control the ever growing population of souls.  A
Viral Program, that of the Agents, was designed to control the unwitting
spirits and make sure no one escaped.  The Agents are complex programs that
are able to exceed the physical laws contained within the Matrix universe.
They are stronger than even freejacks, and capable of far more.
      The Agents use the souls around them as "Carriers", hence the viral
name.  They attach onto a free soul, and convert that soul's self image into
that of their own.  They also completely dominate that soul's mind and
personality.  So, until an Agent leaves it's host spirit, the possessed soul
does not exist, it is "overwritten".  Agents are not invulnerable.  They can
be shot, an act which rips it from it's host (who "dies" and is reassigned
to another identity), but not killed.  Shooting an Agent only forces it to
overtake another soul.  They will grab the closest soul to them as fast as
possible.  Agents are immune to magic completely.
     Despite their power Agents are not omnipotent.  They cannot create
extra bullets, weapons, or other items.  Also, they cannot use magic in any
form.

AGENT BROWN & AGENT GREEN

     These two function as well as Smith, but do not have the evolved
personality that he has.  They are there purely to serve the Matrix.  They
have no outside ambitions.


AGENT SMITH



     Smith is the de facto leader of the virus programs.  Despite their
equality, Smith is more capable than the others, and far more driven.  He
desperately wants out of the Matrix.  He has been promised that if he can
deliver the location of Zion he will be given a Harrowed Cybernetically
enhanced body for himself.  This fact alone has given him a greater ambition
to do his job that the other 2 Agents lack, and so they follow him out of
respect.  Smith will stop at nothing to achieve his goal.  He dreams of
eradicating the Freejacks and any of their allies thereby gaining his
freedom.
    Smith was the first virus program the Matrix created.  He feels more
than the other Agents due to his prolonged exposure to the trapped souls.
Because of this Smith has become more than what he was designed to be.  He
has become an abomination in his own right, a "Cyber Ghost" seeking to be
free of that which birthed him.



THE MATRIX
     The matrix is the copied brain pattern of Darius Hellstromme.  So, at
it's core it lives to study fear.  That was why it was created, after all.
All the Matrix desires is to gather more souls and expand its base.  It is
patient, and waits.  It has all the time in the world.


Why was the Matrix created?

    Hellstromme invented it because he wanted a way to immortalize himself,
and continue a study of his beloved fear.  He copied his brain patterns onto
a computer program and gave it the ability to store souls.  It was to use
these souls over and over again, studying how they react to various stimuli.
Over time, after Darious went on to other projects, the Matrix began
expanding.  It did not wait for Hellstromme to send it new subjects, it
began catching its own.  It also began expanding it's power base.  Once a
small factory, the underground complex is the size of a large city.
Thousands of living beings exist in its computerized world at a time.  Some
have been born there.  The matrix wants two things.  To capture more victims
and study their responses to fear.  It tries to recreate the weird west of
the 1800's as accurately as possible, without upsetting any kind of balance.
To be honest, the Matrix has become an abomination.  The truth is all it
seeks is more souls for it to hold.


The following was submitted by Dominic a while back.  I recommend that you
use these as simple guidelines for your own machines.  As I said before
tailor it to your setting.



HUNTER DRONES

KILLBOTS
Killbot droids (formerly Hunter/Killer)
> description
> a sleek menacing torpedo shaped droid it is powered by two external
> power packs connected in series with its gun the gun is a six barrel
> repeating laser under slung with a fixed front 90 fire arc the droid can
> move at a top speed of 200mph  has an acc of 10 mph the two main vtol
> engines are hung on either side of the droids body with a long control
> fin running down the back the exterior power packs are hung on either
> side of the fin
> the sensor package is contained in the nose section of the droid and has
> a 180 arc of view
>
> hunter killer stats
> Size 7 acc 10mph max speed 200mph VTOL
> AI 5d6 smarts
> Brains 1d4 running attack and evade programs (4 slots)
> Attack 5d10 Dodge 5d10
> Quickness 5d10
> the hunter is unarmoured but has a durability of 10/2 and takes 1/5
> damage from small arms (pistols and rifles of D8 or less damage)
> the sensor is active sonar 1000 yrd range and a passive 10yd infra red
> (for finding the bu****rs when they hide) it has a power jack for energy
> transfer from the batteries (-10 to hit) and if hit power to the engines
> stops and the hunter falls like a lump of metal
> the gun
> the gun has a RI of 10 and can ignore the first -2 of rang penalties,
> the first -3 of relative speed penalties, and the first -5 of motion
> penalties due to a complex targeting computer. It has a Rof of 15 doing
> 3d8 damage per shot it will not fire if the target cannot be clearly
> located (any - modifiers left over and the gun doesn't fire) it also has
> a power input socket but this is easier to hit -6  and if hit will
> prevent the gun from firing for 1d6 rounds per weapon damage die
>
> The hunter droid has a drain of 25/hr +2 per day
> The gun has cost 37 points of drain for a 15 round burst
> when down to 60 points of drain the droid will call reinforcements and
> retreat at maximum speed to base
>  have fun
>     Dominic



WORKER/REPAIR DROIDS
>     hi here's one I made earlier (in true blue peter style. sorry to all
> those from the USA who don't know what blue peter is)
>
> Description of worker droids
> 5'10'' metal box with three arms one left and right one extends over the
> head area
> two small feet protrude from a small gap about 4'' above the floor  a
> large black disc lies at the mid point of the body front (this is -4 to
> hit and contains all the visual sensors it is unarmoured) the upper arm
> carries a small laser nozzle which is used for welding the left arm has
> an under slung circular saw (please use the appropriate safety equipment
> when you are being sliced up by it) all the hands have opposable thumbs
> and three finger attachments (the upper arm has 2 finger attachments and
> one nozzle) a small cable runs from the left side of the robot to a
> power conduit in the floor
>
> Marshals notes the droid has no peripheral vision and is therefore at
> +6 to be hit from the flanks or behind but it gets a +2 bonus to attacks
> at the front, if the party pulls the Plug(cable) the droid will run on
> internal power with all weapons for ~10 rounds and will then wander off
> completely oblivious to all that is happening to recharge. the droid
> takes 1 extra dice damage to the arms but no extra damage to the
> gizzards  unless the roll had one raise in which case it hits the visual
> sensor (treat a head hit as the upper arm). the droid is perfectly
> silent as it goes about its business even if that is beating up on a
> posse. this requires a foolproof 3 guts check if failed roll 1d4 on the
> scart table
>
> Worker droids size 6
> Attack welder 5d6, fightin saw 2d6
> Armor 2 durability 9/2
> damage welder 5d6 ri 5 AP 5  speed 4 rof 1
> damage Saw  Str(5d12+2) + 2d12+2 speed 4 Def +1
> Junker stats
> Brains processor 2d4 two slug slots
> agility deftness + nimbleness 5d6
> Passive visual sensor 2d4 range 100yrd
> Super strength 5d12+2
> Armor 2
> Welder (flash gordon see above)
> Saw arm (weapon smith see above)
> Locomotion acc 5mph bipedial  max speed 20mph
> 14 x 10 point power packs for exterior work
> one power jack for interior connection & recharge
>
> i found that one droid was a pushover for a smart party but five working
> on a line pasted the huckster and the Pink (oops).
>     Have fun
> Dominic

HARROWED Cyborgs

These creatures can be of any power level and appearance concievable.  I
leave this section totally up to you Marshalls.  Have fun.

The set up:

Now that the characters awaken, and find that they are not who they thought
they were it will take a day or so for them to readjust.  They may not want
to believe they just came from an artificial world.  They will now assume
their HOE characters, and play them as if they had memories of being both
characters.  It may be difficult at first, but once Morpheus settles them
down he ought to be able to get them to see reason.
    Now he tells them how one of them is the ONE, and how important that
person is.

WHO IS THE ONE?
    The one is an individual that can rewrite the reality of the Matrix as
he or she sees fit.  So powerful is this ability, that even the Matrix
itself cannot change these alterations.
     What's the bad news?  Well, first of all, the posse has to go back
inside the Matrix to find out who the ONE is, and destroy the Matrix.
     How do we know who the ONE is?  All of the players will make a WILL
role with a penalizing modifier, the one that best succeeds is the ONE.  In
the Matrix willpower is everything.  Once the player is inside the Matrix
and knows he is the ONE he will have to make a WILL check whenever he wants
to alter the Matrix's reality.  Failure means nothing happens, success means
reality is his to play with.  After performing 10 successful WILL checks the
power becomes automatic.
     Players may get a clue of who the ONE is when one of them accidentally
moves faster or becomes stronger than possible.


What can Morpheus do?

    For starters once inside the Matrix he can give them any edges, traits,
or skills they'll need.  Physically, they'll remain just as mortal, but
making a Will check means they can move faster or perform an amazing
physical feat.  Doing this 10 times enables them to do it naturally.  Thus,
most of Morpheus's Hackers have abnormally high amounts of skills that are
all maxed to the upper limits.

What is Morpheus's Plan?

    The man wants to return to the Matrix, while the posse,(which splits up)
attacks the Matrix head on internally and externally simultaneously.  He
wants to shut the Matrix down and free all the souls trapped inside.  He
also needs to make sure that he doesn't release a flood of manitous from the
Matrix as it dies. He'll need someone to keep the machines and cyborgs off
his back while he goes for the Central Processing Unit.  He'll split the
party up, half of his posse will go with half of the PC's into the Matrix
(with the one they Believe is the ONE), and the rest will go with him to
assault the CPU.  His posse should include Dozer, Tank, and Cypher.

The Bad News
    Bad news is Morpheus, having been betrayed by Cypher, is captured.
While he gets cut off from the rest of the posse he is inserted into the
Matrix.  Now, the parties will have to rescue him in two worlds in order to
save him.  At this point it should be incredibly difficult to use the powers
of the ONE.  No outright reality manipulation.  They'll have to rely on
physical skills and mental prowess.
    Morph is being held by the three agents inside the Matrix.  They are
trying to learn of Zion's location.

Once the posses make it to Morpheus the Matrix will attack.  In the real
world it will send some HK's and Harrowed Cyborgs.  In the Matrix it will
send the Agents.

How do they destroy the Matrix??

    The Matrix must be faced on two fronts.  It must be damaged in the real
world, and have it's core personality erased by the ONE.  Once the Agents
are destroyed, which should be simple if the ONE emerges, the Matrix will
appear as an energy being and will start duking it out with the ONE.  Once
it has manifested it is just as powerful as the ONE, they can cancel each
other out.  Good news is it has to make WILL checks just like the ONE does,
until it succeeds 5 times, then it is all powerful without having to make a
check.
    The ONE must lock onto it spiritually, and combining his SPIRIT and WILL
to attack.  The matrix has only WILL, no SPIRIT of it's own.  Give the
Matrix a could ego, after all, it has been GOD for hundreds of years.

If they destroy the Matrix's mind, but not the Machine
     If the ONE succeeds, but Morpheus and his crew fail then the HK's and
other drones will continue to harvest people for the Matrix.  Only now the
matrix will be run without wiping people's minds or personalities.
Characters will go to sleep in HOE and wake up in DL the weird west without
explanation.  Morpheus will continue to try and free the souls and people
trapped, but will never win.

If they Stop the Machine but not the Matrix Itself
   Well, the Matrix is destroyed, but all the manitous are released into the
world, and everyone hooked into the Matrix dies.  All the drones and HK's
and even the Harrowed borgs will kick the bucket.

If they Kill the Matrix and it's CPU
The after effects
    If the party succeeds, then all the souls trapped are released and head
to their proper destinations.  Living people awaken and find they are in a
world they have never known.  Morpheus will lead the survivors to Zion,
which will incorporate the old Matrix as part of the city itself.

I hope this is OK, if you have questions please feel free to ask me.

Rayman