“Tags are narrative marks, rights, duties, restrictions and act triggers for the players and the GM.”

Tags open or close for something to happen in the narrative. Tags are found throughout the system. PC’s NPC’s,, weapons, equipment, experience, training and everything can have tags.

In this book’s different sections you will find many examples of tags but it is always possible to make more yourself.

Unified tag language

Tags #

  • Tags are written with a hashtag…
    • #slow
  • Divided with spaces.
    • #slow #long
  • Tags with two words are written with hyphens.
    • #extra-long

Value _

  • Tags with a value are written with an underscore. It is used, among other things, to describe how much damage a weapon does or how fast a car can drive.
    • #damage_4
    • #speed_420-km/h

Tag class []

  • Tags are subject to classes. Classes written in hard parentheses.
    • [Car]
    • [Sniper Rifle]
    • [Education]
  • Tags can be inserted in a class.
    • [Car #speed_420]
    • [Sniper Rifle #slow #extra-long #damages_4]
    • [Education #psychology]


  • Tags and Class can be combined into a sample using §. This is done to ease the space on the CV, but requires the player and game leader to remember the underlying tags. This is often done, for example, with weapons, but note that the system does not differentiate between objects and people in this format – Below, Novi is a class [human], while the Lenzo is different a class [car], but this is the only difference.
    • The Gray Wolf [Sniper Rifle #slow #extra-long #damages_4]
    • Lenzo [Car #speed_420 #hover #ai_low]
    • Novi [Human #captain #corporate #damages_3]

Note / description =

  • in addition you can make an description or note indicated with =
    • = The weapon was a gift from my late dad.
      • The Gray Wolf = The weapon was a gift from my late dad.
    • Novi = is the leader of the united forces.


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