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[DM 07/19] Acritud - Eclipse Phase 2nd Edition PbtA

Sistema de juego

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05/06/2019, 15:35
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CORE CONCEPTS


The Narrative
The narrative is all important. This is the fiction generated between the Player Characters (PCs) and the Game Master (GM). The PCs describe what their characters are doing, saying, sometimes even thinking. The GM describes how the world reacts to the PCs. If there’s some question about the outcome of events, the players roll dice to determine the outcome using one of their moves (see below). The GM then can respond with one of his moves based on the outcome of the die roll. Moves are both prescriptive and descriptive. If the narrative fiction would disallow a move, that move isn’t allowed. If a move creates certain narrative outcomes, those outcomes happen. Go with the flow.

Stats
Each character has 6 Stats associated with their Ego :
Cognition – Your mind’s ability to find and apply information quickly.
Intuition – Your mind’s ability to efficiently process external stimuli
Coordination – Your ego’s ability to fully integrate with your morph for fine motor skills
Somatics – Your ego’s ability to control your morph for physical optimization, strength, and hardiness
Savvy – Your personality’s ability to smoothly interact with others
Willpower – Your ego’s stability, resistance to degradation over time

Characters also have 2 Stats associated with their Background:
Rep – Your personality’s aggregate reputation among all social media
Resources – Your access to wealth in the form of credits and other physical assets

Ego stats are static, unless improved through Advancement. Background stats, however, will fluctuate permanently as you rely on your Resources or Rep to procure goods or services, and as you perform actions that increase your Resources and Rep.

Moves
Game mechanics are expressed as “Moves.” Most moves require you to “roll +(Stat)” wherein you roll 2d6 and add the appropriate stat. A 10+ is a total success, a 7-9 is a partial success, granting the GM some power to complicate matters, and a 6- is a failure, granting the GM even more power to make the narrative go in ways not altogether to your liking. The GM never rolls dice, but rather reacts entirely to your die rolls as appropriate to the fiction.

Roll Modifiers

+(n)forward = apply “n” to your next die roll.
+(n)ongoing = apply “n” to all die rolls until the situation granting the bonus goes away.
+boosted = die rolls that result in 6- are raised to 7. You cannot fail. If you are boosted from more than one source, you are now +elevated.
+elevated = die rolls that result in 6- become a 7-9. Die rolls that are 7-9 become 10+. Die rolls at 10+ become 12.
+glitched = die rolls that result in 10+ are reduced to 9. You cannot fully succeed. If you are glitched from more than one source, you are now +degraded.
+degraded = die rolls that result in a 10+ are reduced to 7-9. Die rolls that are 7-9 are reduced to 6-.

Exceptional Success
If the roll on a move is 12+, it counts as an exceptional success. The GM and the player are encouraged to come up with some manner in which the character succeeds even more stylishly or effectively than normal.

Modifier Cancellation
If your roll is modified by both a +boosted tag, and a +glitched tag, they cancel each other out and you roll normally. If your +elevated die roll is +glitched, it becomes merely +boosted.

Hold
A number of moves generate a “currency” called hold. If you roll that move and generate one or more points of hold, you can spend those points at an appropriate point later in the narrative to achieve an effect as determined by the move. The GM also collects hold over PCs whenever a PC fails a roll. This hold can be used to activate GM Moves.

Damage and Sanity
You have two condition tracks corresponding to the physical damage taken by your Morph and your long-term sanity. Each level of the condition track has a Tag associated with it.

Damage Track Sanity Track
[] +scuffed [] +odd
[] +scuffed [] +odd
[] +scuffed [] +odd
[] +stunned [] +eccentric
[] +wounded [] +dissassociated
[] Dead [] Insane

When you take physical damage, you will roll the damage move. When you suffer mental trauma from horror or an ego-hacking attempt, you will roll the trauma move. Both of these moves are Basic Moves.

Damage can be healed with medical attention. Sanity can never be healed except through Psychosurgery or taking certain Advances.

Battle
When you engage in a full-on battle (not just some random violence) the narrative becomes more formal. Each “round” of battle represents a discrete narrative segment. In each round, every player can describe a single narrative action that their character takes. This action can involve the use of one or more moves. There are special Battle Moves that become available only in Battle. Also, a number of other moves specify that they are rolled when you go into battle. These moves are rolled at the beginning of the Battle.

The GM has two special moves that he can use to simulate the escalating tension and danger of a battle. The moves are inflict incidental fire and inflict concentrated fire. The GM may use these moves at the end of any round of battle, against any PC, as appropriate according to the narrative. In general, the GM should inflict incidental fire in the first couple of rounds, and inflict concentrated fire in later rounds, but if a PC does something particularly brave or foolhardy, the GM is encouraged to unleash whatever incoming harm the PC deserves.

When the GM inflicts incidental fire, the PC rolls the damage move or trauma move (as appropriate to the nature of the fire) and is +boosted on the roll.

When the GM inflicts concentrated fire, the PC rolls the damage move or trauma move without modifier, as normal.

Note: If the GM has also spent hold, or or the PC took damage from some other source that round, it is entirely possible that a PC may have to roll a damage move more than once in a round.


BASIC MOVES


All characters have access to all Basic Moves:

Access the Mesh
You may only access the mesh if you have an ecto (personal computer) or your Morph has +mesh inserts. When you need to know something quickly, roll+Cognition. On 10+, you get the information you need in the nick of time. On 7-9, you get something related, if not entirely on point.

Aid/Hinder
When you take the time to aid or hinder another PC, they are +boosted or +glitched, your choice, but you share in any consequences of their action. Only one person may Aid/Hinder any given action.

Assess the Situation
When you cast your gaze over a charged situation or interaction roll+Intuition. On 10+, hold 2. On a 7-9, hold 1. You may spend your hold, one for one, at any point in that scene to:

  • Ask the GM any one question about the situation
  • Ask a question about another character in the scene
  • Name your way in/around/through/out. You are +boosted to get there
  • Name the most important character on the scene (your call). You are +boosted forward with or against them.

Negotiate
When you have leverage over someone (something they need, want, or wish to hide) and wish to get something from them, roll+Savvy. For NPCs, on a hit, they ask for something before they do what you want, and if you promise, they’ll do it. On a 7-9, they need some concrete assurance, now.
For PCs, on a 10+, both, on a 7-9, choose 1:

If they do it, they mark experience.
If they don’t, they’re +glitched ongoing until they’re out of your presence.

Open Fire
When you attack an enemy at range, roll+Coordination. On 10+, you hit and inflict damage. On 7-9, you hit, but there is a complication (choose 1):

  • You need to move, exposing yourself to danger
  • You burn through ammo. Add the +reload tag (only if your weapon does not already have it)
  • You only graze the target (-1 damage)
  • You take some return fire. Roll the damage move.

On a miss, you may hit something important, or an ally if firing into melee

Procure Something
When you want something and it’s not immediately obvious that you can just get it, roll+Resources or +Rep (your choice). On a 10+, you get it, no strings attached, and your resources or rep doesn’t take a hit. On a 7-9, you can either get something pretty close, with strings attached, without risk, or you can get exactly what you want, but the stat you rolled drops permanently by 1. On a miss, you get something close, with strings very much attached, and the stat you rolled drops permanently by 1.

Note: This move may be +glitched or even +degraded if you try to use the wrong stat among the wrong people, or if an item is particularly rare or expensive. You cannot roll this move with a stat that is at -2. You must wait for it to increase back to at least -1 before attempting to procure something with it.

Skirmish
When you engage in melee combat, take your enemy’s damage and roll+Somatics. On a hit, you inflict your damage. On a 10+, choose two. On a 7-9, choose one:

  • You demoralize your foe
  • You defend yourself effectively. You’re +boosted on your damage move.
  • You get in a solid blow (+1 damage)
  • You achieve some tactical objective. Name it

If you are engaging another PC in melee, they make your choices for you.

Take a Chance
When you take action despite consequences for failure, you must roll. The Stat you add depends on how you’re addressing the risk. If you’re:

  • Counting on agility or fine motor control, roll+Coordination.
  • Counting on physical strength or endurance, roll+Somatics.
  • Methodically planning your course, roll+Cognition.
  • Flashing a smile and banking on your charm, roll+Savvy.

On a hit you succeed and accomplish your task. On 7-9, however, the GM chooses one:

  • You expose yourself to trauma, harm, or retaliation
  • You miss noticing something important
  • You attract additional unwanted attention
  • You have to make a hard choice, the GM will let you know what it is

Integration, Alienation, and Continuity
When you resleeve into a new morph, it takes a while to adjust to your new physicality. Roll+Somatics. On a 10+, you integrate with aplomb. On a 7-9, you’re +glitched forward. On a failure, you’re +glitched ongoing until the GM decides you’ve sufficiently adjusted. This roll may be +boosted if your new morph is identical or nearly identical to the old one, or +glitched if the new morph is dramatically different in some way. The GM may skip the Integration roll if resleeving into an infomorph.

Once you get your new body under control, it’s time to look in the mirror and adjust to the new you mentally. Roll+Cognition. On a 10+, you adapt with little alienation. On a 7-9, you’re +glitched forward. On a failure, you’re +glitched ongoing until the GM decides you’ve sufficiently adjusted. This roll may be +boosted if your new morph is identical or nearly identical to the old one, or +glitched if the new morph is dramatically different in some way.

Finally, you must get used to any loss of continuity, or adapt to the idea that you may not be the only version of yourself out there. Roll the trauma move. This roll may be +boosted or +glitched, depending on the circumstances of your resleeving, even +degraded if the loss of time is too great. The GM may skip the continuity roll if there is no significant loss of time.

Damage Move
When you take physical damage from something, roll+Armor. On a 10+, you absorb or avoid the blow entirely. On a 7-9, the GM chooses 1:

  • You lose your footing. +glitched ongoing until you can regain it.
  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You lose track of someone or something you’re attending to.
  • It’s a glancing blow. Mark 1 off the damage track.

On a miss, you suffer the full brunt of the damage.

Trauma Move
When you experience horror, a loss of continuity, or an ego-hacking attempt, roll+Willpower. On a 10+, you shake it off to no effect. On a 7-9, the GM chooses 1:

  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You reel from the trauma. +glitched ongoing until the situation is more clear.
  • You panic and take a single concrete action of the GM’s choosing.

On a miss, mark 1 off the Sanity track.


BATTLE MOVES


All characters have access to all Battle Moves when “in battle.”

Defend a Secure Position
When you defend a secure position roll+Cognition. On a 10+, hold 3, on a 7-9, hold 1. As long as you defend that position, you may spend your hold, 1 for 1, to:

  • Grant someone in your position 2-cover (ablative damage-track levels).
  • Grant yourself 2-cover.
  • Suppress an assault against your position, the enemy must stop their advance for one round.

On a miss, your position is no longer secure – it’s now untenable, and you proceed accordingly.

Provide Covering Fire
When you provide covering fire for someone, roll+Intuition. On a hit, you keep them from coming under fire for that round of combat. On a 7-9, their position or course is untenable, and they proceed accordingly. On a miss, they suffer concentrated fire now.

Maintain an Untenable Position or Course
When you maintain an untenable course or position, roll+Somatics. On a hit you can hold it, and you’ll come under only incidental fire. On a 7-9, things are still untenable or insecure, you’re glitched until you’re safe. On a miss, you have to abandon your position now or suffer concentrated fire.

Hit the Deck
When you hit the deck to avoid enemy fire, roll+Coordination. On 10+, you are safe. On 7-9, you get to cover, but the GM chooses 1:

  • You’re pinned down (you are glitched until you relocate or the incoming fire stops)
  • You dropped/lost something essential
  • You take a glancing blow. Mark 1 damage.

Note: Any hit on this move will permit a free reload of any weapon with the +reload tag.

Follow Through on Someone Else’s Move
When you follow through on someone else’s move, roll+Intuition. On a 10+, choose one of the following, as appropriate to the narrative:

  • Your ally inflicts +1-damage.
  • Your ally dominates someone’s position.
  • You make your ally’s untenable course or position secure.
  • You create an opportunity that your ally can follow through on to full effect.

On a 7-9, you create an opportunity for your ally, but they haven’t seized it or followed through on it yet. The GM will tell you what it is. On a miss, the GM chooses one of the above for an appropriate NPC instead.


GM MOVES


GM Moves

Whenever a player makes a move, the GM may make a move. Generally this will be a soft move, driving the narrative or setting things up for later.

Whenever a player makes a move and fails (rolls a 6-) the player marks experience and the GM holds 1 against that character. The GM may immediately, or at any time thereafter, spend his hold, 1 for 1, to make a move against that character from his list, even a hard move.

The GM’s moves are:

Soft Moves:

  • Announce off-screen badness.
  • Announce future badness.
  • Make them buy.
  • Tell them the possible consequences and ask.
  • Offer an opportunity, with or without a cost.
  • Put someone in a spot.
  • Trade harm for harm.

Hard Moves:

  • Separate them.
  • Capture someone.
  • Inflict harm.
  • Take away their stuff.
  • Activate their stuff’s downside.
  • Turn their move back on them.
  • Make a threat move.

Battle Moves:

  • Inflict incidental fire
  • Inflict concentrated fire

Notas de juego

Reglas de Eclipse Phase - Apocalypse (Extraídas de https://eclipse-phase-apocalypse.obsidianportal.co...)

Concretamente los movimientos adicionales elegibles en la creación de personaje están aquí:

https://eclipse-phase-apocalypse.obsidianportal.co...

Para agilizar, os he dado personajes pregenerados haciendo la conversión según he estimado oportuno, pero si alguno quiere entretenerse y prefiere cambiar algún movimiento, lo acepto siempre que sea razonable.

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10/06/2019, 13:40
Director

TAGS

https://eclipse-phase-apocalypse.obsidianportal.com/wikis/tags


 

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 +reload tag.

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.

 

Gameplay Tags:

 

Damage/Sanity Tags:

  • +disassociated – You are +glitched on 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 +glitched on all actions
  • +wounded – You are +degraded on all actions

 

Morph Tags:

Biomorph-only Tags:

  • +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 +glitched
  • +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 +boosted on any move to deceive or lie, but +glitched on 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 +boosted in 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 +scuffed level 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 +boosted on 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 +nanotoxins
  • +reflex booster – Once per battle, you are +boosted on 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.

 

Synthmorph-only Tags:

  • +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, +implanted)
  • +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 +boosted on 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 +boosted on any moves involving hearing.
  • +enhanced smell – You are +boosted on any moves involving smell.
  • +enhanced touch – You are +boosted on any moves involving the sense of touch.
  • +enhanced vision – You are +boosted on 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 +mental speed.
  • +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 +boosted on 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 +skinlink can 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

 

Infomorph-only Tags:

  • +active countermeasures – You are +boosted to 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. +boosted to 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 +boosted on any roll using Cognition. Not compatible with other variants of mental speed.
  • +mental speed (intuition) – You are +boosted on any roll using Intuition. Not compatible with other variants of mental speed.
  • +mental speed (savvy) – You are +boosted on 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 +glitched.

 

Weapon Tags:

  • +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 +area tag, but then gains the +reload tag.
  • +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 +stunned, +wounded, or Dead, although boxes are marked on the damage track anyway. Targets go unconscious when they would otherwise be Dead
  • +synth – This weapon can only hurt synthetic targets.