Eclipse Phase - Apocalypse
Tags are descriptors that attach to your character for a variety of reasons. Some, like
+boosted are situational, granted temporarily due to circumstance. Some, such as
+cyberbrain describe some aspect of your morph that is intrinsic to it. Others, such as
+pneumatic limbs, are descriptive of some sort of mechanical or cybernetic enhancement. Some tags apply to equipment, such as the
Whatever the source, tags work the same way. They are a mostly descriptive, narrative thing that enables your character to do things they may not be ordinarily able to do, or they create some complication for your character to overcome.
+boosted– See Core Concepts
+degraded– See Core Concepts
+elevated– See Core Concepts
+glitched– See Core Concepts
+psi– You can purchase Psi Moves
+disassociated– You are
+glitchedon all trauma move rolls.
Dead– Not a tag, so much, as a state of being. If you don’t have a
+cortical stack, you’re gone.
+eccentric– Gain the Eccentric move
Insane– Not a tag, so much, as a state of being. You are unrecoverably insane. Retire your character.
+odd– You’re a bit off, no game mechanical detriment
+scuffed– Minor damage, no game mechanical detriment
+stunned– You are
+glitchedon all actions
+wounded– You are
+degradedon all actions
+adrenal boost– When activated in battle, may ignore any damage track tags until the battle is over.
+biomods– Basic biological enhancements that make you better than natural
+bioweave armor– Armor built into your flesh. Armor-1
+carapace armor– You have built-in, hard, obvious armor. Armor-2
+circadian regulation– You can control when, and how much you sleep. Too much use may cause you to become
+clean metabolism– Your symbiotic biome is engineered for cleanliness. You don’t stink, can’t get infections, can’t get cavities, and produce less solid waste.
+drug glands– You have specialized glands that can release one or a handful of drugs into your system at will.
+eelware– You have implants that emulate the effects of shock gloves (see Gear).
+emotional dampers– When activated, you are
+boostedon any move to deceive or lie, but
+glitchedon any attempt to persuade or seduce.
+endocrine control– You can completely control your appetite and emotions and regulate pain. Gain the Emotion Suppression move.
+enhanced pheromones– You are
+boostedin any social interactions with sexually compatible biomorphs.
+enhanced respiration– You can live comfortably in high or low pressure environments, and can hold your breath longer.
+gills– You can extract oxygen from breathing water
+hardened skeleton– You have one additional
+scuffedlevel on the damage track.
+hibernation– You can enter a hibernative state where you consume very little oxygen and other resources.
+medichines– You have elaborate, custom built medical technology in your body. Heal 1 mark on the damage track per minute.
+muscle augmentation– You are
+boostedon non-combat feats of strength, including uses of Somatics to take a chance.
+oxygen reserves– You have an internal supply of oxygen that can keep you alive longer in airless settings.
+poisonous– You have a specialized gland that can secrete a poison. You are immune to your own poison. Does not produce
+reflex booster– Once per battle, you are
+boostedon any Coordination stat roll.
+scent alteration– You can control your scent.
+sex switch– You can change your physical gender to male, female, hermaphrodite, neuter, or other combinations. The switch takes up to a week to complete.
+toxin filters– Your body filters out most poisons.
+360 degree vision– You can see all around yourself.
+armor plating– Upgrades an intrinsic armor rating of +1 to +2
+cyberbrain– Your Ego is susceptible to hacking
+extreme heat shielding– You can survive in extreme heat, but not in temperatures below 250C
+extreme pressure adaptation– You can survive in extremely high pressures, but not at normal habitat pressures.
+fractal digits– Your digits can split, then split, then split some more, allowing for micro-fine manipulation.
+gas jet system– You have built-in gas jets that let you navigate in low-G environments.
+hand laser– You have a built in, concealable, small laser weapon (2-damage,
+increased speed– Your processing speed is increased, affecting your reaction time
+internal rocket– You have a rocket propulsion system in your body.
+invisibility– Your morph is built with metamaterials with a negative refractive index.
+lemon– Your body has a tendency to break down at inconvenient moments.
+lidar– You have a laser system that helps you judge range and speed and can image targets.
+magnetic system– You can cling to and move along any ferrous material.
+modular design– Your morph is designed to meld with others of its type to create larger structures for varied purposes.
+nanoscopic vision– Can focus your vision to the nanoscopic level.
+pneumatic limbs– Your limbs can generate up to 7,000 newtons of force making for incredible jumps or strong punches.
+puppet sock– Your morph can be remote-controlled or teleoperated (Synthmorphs AND Pods)
+radar– You have a radar system that helps you judge size, composition, and motion
+radar invisibility– You are invisible to radar
+reduced signature– Your morph has an unusually small radar cross-section.
+shape adjusting– Your morph is made of smart materials that can alter shape for varied tasks.
+structural enhancement– You are resistant to crushing, extreme pressures, torque, and other hazards.
+swarm composition– You are a swarm of bug-sized nanobots. You cannot lift objects or wield weapons or wear armor, but you can interface with computers, and slip into most spaces.
+synthetic mask– This synthmorph has a carefully crafted outer casing of flesh, fluids, even blood.
+weapon mount– Your morph can mount a single heavy weapon, using it without the usual penalties.
Bio and Synthmorph Tags:
+access jack– You have external ports that permit you to plug into computer systems or other people for direct communication.
+anti-glare– Your eyes or optical sensors resist bright flashes and glare.
+aquatic– You cannot operate outside of a liquid environment
+chameleon skin– You are
+boostedon any move to conceal yourself from sight.
+chemical sniffer– You can analyze chemicals in the air by smell
+coronal adaptation– You are able to survive the incredible heat of the sun’s corona, but few other places.
+cortical stack– Without this tag, there is no coming back from
Dead. Hard to destroy unless special care is taken.
+cyberclaws– You have built in melee weapons that may or may not be concealable.
+dead switch– Cortical stack accessory: Upon death of the morph, cortical stack is fried and unrecoverable.
+direction sense– You have an instinctual knowledge of direction.
+echolocation– You can navigate by bouncing soundwaves off your environment
+ego sharing– Your body is built to house multiple egos. Each ego can act separately provided the morph has enough arms / weapons for two or more. For biomorphs, often gained through a ghostrider module.
+electrical sense– You can sense nearby electric currents
+emergency farcaster– Extremely expensive cortical stack upgrade, constantly sends backup data to secure storage provided you’re within radio range. Also includes one-use neutrino broadcaster. Upon use, sends backup anywhere, through any jamming, but completely destroys the morph and all implants/upgrades.
+enhanced hearing– You are
+boostedon any moves involving hearing.
+enhanced smell– You are
+boostedon any moves involving smell.
+enhanced touch– You are
+boostedon any moves involving the sense of touch.
+enhanced vision– You are
+boostedon any moves involving eyesight.
+extra limbs– You can carry and use more things at once
+flight– You can fly
+ghostrider module– You can carry around a second Ego inside your morph.
+grip pads– Gecko-feet. You can climb any object except those made specifically to counter you.
+hidden compartment– You have a secret compartment in your body
+high-g adaptation– You are adapted to function in high-g environments.
+high-pressure tolerance– You can survive in high-pressure environments others could not.
+hydrostatic pressure adaptation– You’re adapted for deep sea or thick atmospheric pressures
+impractical– Your body was designed for aesthetics, not practicality.
+low-pressure tolerance– You can survive in low-pressure environments where others could not
+mesh inserts– Permits instant, neural access to the mesh, permits the access the mesh basic move.
+multi-tasking– Expensive cortical stack upgrade: constantly creates short-term forks for extra mental actions. Can roll multiple Cognition or Intuition-related moves at once. Not compatible with
+nanotat ID flux– You have an extremely expensive system that can forge nanotat IDs, fooling most ID sensors.
+nanotoxins– You have an implanted nanobot hive that creates toxins that can affect both biomorphs and synthmorphs. You are immune to your own nanotoxins. Highly illegal in most habitats.
+neurachem– Once per battle, you are
+boostedon any Somatics or Coordination stat roll.
+prehensile feet– You can grip and hold things with your feet just as well as your hands.
+radiation sense– You can sense the presence and approximate source of dangerous radiation.
+skinflex– You can restructure your facial features and musculature and alter skin tone and hair color in about 20 minutes.
+skinlink– Can interface with electronics and mesh devices simply by touching them. This is a “wired” link and not subject to eavesdropping. Two people with
+skinlinkcan communicate by touch.
+swim bladder– You have an internal bladder used for regulating depth in fluid or gas
+t-ray emitter– you can see through cloth, plastic, wood, masonry, composites, and ceramics.
+temperature tolerance– You can exist comfortably in extreme hot or cold environments. Often this tag will specify the environment you’re designed to tolerate.
+vacuum sealing– Your morph is sealed against vacuum
+active countermeasures– You are
+boostedto resist brain hacking attempts
+autodelete– You can delete yourself, even in systems where you don’t have the necessary permissions
+copylock– You cannot be copied, forked, or resleeved without the proper encrypted password.
+digital veil– You can hide other Tags running on your ego.
+emergency backup– You send automated backups through the mesh to a secure site every 48 hours
+hacking alert– You have a software package running that alerts you to hacking attempts
+mental repair– You have a program running that constantly seeks to repair data-damage to your ego.
+boostedto all rolls on the trauma move
+panopticon– You are optimized to actively monitor more data feeds than most egos can handle
+virtual– You have no body. You have no damage track, just a sanity track. Virtual entities who attack you are trying to corrupt your ego. Attacks are resolved using the trauma move.
All Morph Tags:
+eidetic memory– You remember everything you encounter perfectly.
+hyper linguist– You can speak, or rapidly figure out, most languages.
+math boost– You can do complex mathematics in your head.
+mental speed (cognition)– You are
+boostedon any roll using Cognition. Not compatible with other variants of mental speed.
+mental speed (intuition)– You are
+boostedon any roll using Intuition. Not compatible with other variants of mental speed.
+mental speed (savvy)– You are
+boostedon any roll using Savvy. Not compatible with other variants of mental speed.
+mnemonic augmentation– You record everything you experience and can play it back or share it with others.
+modified behavior– You have been altered, either through psychosurgery or a morph implant, limiting your behavioral options
+oracles– You have a memory buffer that stores all sensory input, even those you may not initially notice. You cannot miss noticing something important.
+skillware– Artificial neural net that can be programmed with one or two skills the ego may not possess.
+stigmatized– You looked down on by certain groups or factions. During social interactions with them you are
+ap– Armor Piercing. Usually comes with a rating indicating how many points of armor the attack ignores (NPCs) or the penalty to your damage move (PCs).
+area– A weapon with this tag can hit multiple targets in an area, and ignores gang scaling.
+autofire– A weapon with this tag can make a single attack with the
+areatag, but then gains the
+bio– This weapon can only hurt biological targets
+bug– This ammunition contains a tracking bug that monitors the condition and broadcasts the location of whatever its lodged in.
+burn– A weapon with this tag sets things on fire.
+capsule– This ammunition contains a payload of some drug (drugs procured separately)
+hi-tech– This weapon is fiddly, or requires rare materials, or is in other ways less reliable
+jammer– Ammunition disrupts wireless capability in any target it’s embedded in.
+messy– This weapon may hit additional targets, friend or foe.
+recoil– A weapon with this tag packs a punch, and must be set up in advance to use effectively.
+refill– This weapon can only be fired once in your typical battle scene.
+reload– A weapon with this tag needs to be reloaded after firing.
+seeker– This weapon uses seeker ammunition which can track down a target and does not need to be precisely aimed.
+shock– This weapon uses plastic ammunition, or perhaps has incapacitating electricity. Cannot inflict
Dead, although boxes are marked on the damage track anyway. Targets go unconscious when they would otherwise be
+synth– This weapon can only hurt synthetic targets.