TEXT: TAGER SYMBIONT
  The rite of the sacred union from the tablets of Ta’ge bonded you with a sym-
  biont from the other side, which grant you the ability to shapeshift into a bulky 
  humanoid alien form ﬁ tted for battle. By default your symbiont :
  • gives you 2-armor in tager form
  • gives you +1stability in any form
  • deals 2-shock when you reveal your tager form
  • has four implanted weapons
  • has its own harm countdown. When you switch to your tager form, any 
  harm you suffer advance the tager’s harm countdown, not your own. It heals 
  naturally, and a healer can take care of it.
  Limit weapon (choose 1): 
   poisonous needles launcher (4-harm far reload) 
   mystic blast (3-harm close/far area messy) 
   berzerk rage (3-harm hand messy area reﬁ ll) 
   tentacle shealthe (4-harm close area messy) 
  Arcane weapons (choose 2): 
   shoulder pods (2-harm far loud) 
   needle pods (3-harm close messy) 
   photon beam (2-harm close area loud) 
   arcane blast (3-harm close reload loud) 
   eldritch bomb (4-harm close area reload messy) 
   phasing (ap) Add ap to all non-messy natural attacks 
   ghost ﬁ eld (a-tech) Remove loud from any of your attacks
  Natural weapons (choose 1): 
   howl (S-harm close loud) 
   claws, fangs, talons (2-harm hand) 
   bone blades (3-harm hand messy) 
   thorns (2-harm hand/close inﬁ nite) 
   tentacle whip (3-harm hand area) 
  Then choose 1 weakness:
   your tager is developing agency: +unruly
   your tager indulges its violent impulse: +savage
   the Children of Chaos are onto you: vulnerable: +reprisal
  your tager sometimes takes you over: everytime you miss a roll in Tager 
  • 
  form, the Keeper can hold 1. The Keeper can spend this hold, 1 for 1, to 
  make you roll +cool. On a 10+ nothing, you’re ﬁ ne. On a 7-9 the Keeper 
  tells you what to do: if you do it, mark experience; if you don’t, you’re 
  acting under ﬁ re from eldritch visions. On a miss, you come to, some time 
  later, having done whatever your Tager wants you to have done.
  BUDGET
  You’re on the run, you’ve got to make your own deals to gain money and 
  shelter. 1-budget will cover a month’s living expenses, if your tastes aren’t too 
  grand.
  As a one time expenditure, 1-budget covers the price of : one heavy hospital 
  bill, any weapon, gear or fashion not valuable or high-tech, reparation on an 
  arcanotech device, bodygard service for a week by a ronin, one year taxes to 
  the government, maintenance on a high-tech vehicle, such as a mech or even 
  an engel, bribes and fees and gifts sufﬁ cent to get you into anyone’s presence.
  For better stuff, you should make particular arrangements. You can’t just go 
  shopping around the archeology with a few thousand terranotes and expect to 
  ﬁ nd arcanotech prototypes and luxe eternal.
  THE TAGER
  You used to work with the Chrysalis corporation. You were among the part of 
  Team 99 that found, decyphered and stole the Ta’Ge fragments. These texts 
  older than humanity itself contained a powerful ritual: the Rite of the Sacred 
  Union, a mean to become a force the other side had to reckon with. 
  Of course, it means losing what makes you human even for a few hours. It 
  means becoming an eldritch abomination yourself. It means that while you 
  ﬁ ght to protect humanity, you’re no longer a part of it. You just look like the 
  part. 
  As far as you know, you’re the last one. The defectors called themselves the 
  Eldritch society and protected the Ta’ge fragment. They were hunted down by 
  the Dhohnanoids and the fragments went missing. Now they are after you. 
  They want the fragments. You must retrieve them, rebuild the society and 
  recruit new fresh souls to join you in the Sacred Union.
  You’re a crusader. Don’t forget you’re gonna die, and remember your goals.
  a character playbook for
  ADDITIONAL RULES
  HARM & SHOCK
  When you suffer harm or shock, roll+harm or +shock suffered (after armor or 
  stability if applicable). On a 10+, the Keeper can choose 1: 
  • You’re out of action: unconscious, trapped, incoherent or panicked. 
  • It’s worse than it seemed. Take an additional 1-harm or 1-shock. 
  • Choose 2 from the 7–9 list below. 
  On a 7–9, the Keeper can choose 1: 
  • You lose your footing. 
  • You lose your grip on whatever you’re holding. 
  • You lose track of someone or something you’re attending to. 
  • You miss noticing something important. 
  On a miss, the Keeper can nevertheless choose something from the 7–9 list 
  above. If she does, though, it’s instead of some of the harm or shock you’re 
  suffering, so you take -1harm or -1shock. 
  When you inﬂ ict harm or shock on another player’s character, the other 
  character gets +1Hx with you (on their sheet) for every segment of harm or 
  shock you inﬂ ict. If this brings them to Hx+4, they reset to Hx+1 as usual, and 
  therefore mark experience. 
  When you heal another player’s character’s harm or shock, you get +1Hx 
  with them (on your sheet) for every segment of harm or shock you heal. If this 
  brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark expe-
  rience. 
  AEON WORLD
        the
  TAGER
  
  COOL
  HIGHLIGHT
  HARD
  HIGHLIGHT
  HOT
  HIGHLIGHT
  SHARP
  HIGHLIGHT
  OTHER
  HIGHLIGHT
  HARM 
  STABILIZED
  SHOCK 
  STABILIZED
  TAGER SPECIAL
  Act under ﬁ re
  Help or interfere • Session end
  If you and another character have sex, you take +1 
  forward. At your option, they take +1 forward too. 
  Take by force • Go aggro
  Seduce or manipulate
  Read sitch • Read person
  Open to the other side
  SHATTERED
  -1cool
  TERRIFIED
  -1cool
  BROKEN
  -1sharp
  OBSESSED
  -1sharp
  CRIPPLED
  -1hard
  DETACHED
  -1hard
  DISFIGURED
  -1hot
  DELUDED
  -1hot
  Hx
  DESCRIPTION
  NAME
  IMPROVEMENT
  Experience:
  IMPROVE
  get +1cool (max cool+2) 
  get +1sharp (max sharp+2) 
  get +1other (max other+2) 
  get a new tager move 
  get a new tager move 
  get 2 jobs (detail) and operation 
  get a circle (detail) and contacts
  get a tager unit (detail) and autority
  get a move from another playbook 
  get a move from another playbook
  Get +1 to any stat (max. stat+3)
  Retire your character (to safety)
  Create a 2nd character for you to play
  Change your chararcter to a new type
  Choose 3 basic moves and advance them
  Advance the other 4 basic moves
  CREATING A TAGER
  To create a tager, choose name, look, stats, moves, [stuff] and gear.
  TAGER MOVES
   RITUAL OF SACRED UNION: you can perform the ritual by yourself and 
  grand a tager symbiont to another character. When both you and your subject 
  have ﬁ ve experience hexes marked, erase all of them but don’t take any im-
  provement. Instead, the subject can now create their own tager symbiont, see 
  below. You can talk directly to the mind of other Tagers and vice versa.
   FLYING WHISPER: when you’re in tager form, you can ﬂ y. Name your way 
  in or out and roll +sharp. On a 10+ no problem, you’re in or out just like you 
  said. On a 7-9 you can get in or leave, but it costs you: either leave something 
  behind or take something with you. On a 6- you’re caught on the act, half in 
  and half out.
   SHADOW CAMOUFLAGE: when  you’re in tager form, you can blend in the 
  background, chameleon style. When you’re closing to anything that can notice 
  you, Roll +cool. On 10+ they don’t notice you, no problem. On a 7-9, they no-
  tice something. Either you get the hell out of here, hide properly or you reveal 
  yourself. On a miss they corner you in a spot, unable to leave or hide.
   REGENERATIVE FLUID BIO-INJECTOR: your tager can heal itself and 
  others, including you, by pumping them up with a viscous, yellowish humour. 
  Roll +other. On 10+, the patient heals 2-harm. On 7-9 the patient heals 1-harm 
  but suffers 1-shock. On 6- the patient suffers shock as established by your 
  tager form and heals nothing.
   NIGHTMARISHLY BIG: in tager form, you count as a small unit. +1shock.
   MAN ON A MISSION: you get +1hard (hard+3).
   BATTLE-HARDENED: when you act under ﬁ re, roll +hard instead of +cool.
  NAME
  Choose.
  STATS
  Choose one set:
  • Cool-1 Hard+2 Hot+1 Sharp+1 Other=0
  • Cool+1 Hard+2 Hot+1 Sharp+1 Other-2
  • Cool-2 Hard+2 Hot=0 Sharp+2 Other=0
  • Cool=0 Hard+2 Hot+1 Sharp-1 Other+1
  MOVES
  You get all the basic moves. Choose 
  2 Tager moves.
  Hx 
  Everyone introduces their characters 
  by name, look and outlook. Take your 
  turn.
  List the other characters’ name. 
  Go around again for Hx. On your turn, 
  choose 1, 2 or all 3: 
  One of them has fought shoulder to 
  • 
  shoulder with you. Tell that player 
  Hx+2. 
  One of them once left you bleeding 
  • 
  and did nothing for you. Tell that 
  player Hx-2. 
  Choose which one of them you think 
  • 
  is prettiest. Tell that player Hx+2. 
  Tell everyone else Hx=0.
  • 
  On the others’ turns: 
  Choose which character you think 
  • 
  is smartest. Whatever number that 
  player tells you, add 1 to it and write 
  it next to the character’s name. 
  Everyone else, whatever number 
  • 
  they tell you, write it next to their 
  character’s name.
  At the end, ﬁ nd the character with the 
  highest Hx on your sheet. Ask that 
  player which stat is most interesting, 
  and highlight it. The Keeper will have 
  you highlight a second stat too.
  LOOK
  Human, Nazzadi or Xenomix.
  Man, woman, ambiguous, transgres-
  sing, or concealed. 
  Scrounged wear, casual wear, unre-
  markable wear, dark wear, concealing 
  wear.
  Insectoid tager form, squamous 
  tager form, non-euclidian tager form,  
  ychthoidian tager form, octopodiform 
  tager form, thorn-covered tager 
  form, biomechanical tager form.
  Scarred face, blunt face, bony face, 
  dull face, worn face, or blasted face. 
  Mad eyes, raging eyes, wise eyes, 
  sad eyes, little piggy eyes, or cunning 
  eyes. 
  Hard body, stocky body, stringy 
  body, battered body, overbuilt body, 
  compact body, or huge body.
  GEAR
  You get a Tager symbiont (see below)
  and savings worth 1-budget.
  IMPROVEMENT
  Whenever you roll a highlighted stat 
  and whenever you reset your Hx with 
  someone, mark an experience hex. 
  When you mark the 5th, improve and 
  erase.
  Each time you improve, choose one 
  of the options. Check it off, you can’t 
  choose it again.
  BUDGET&GEAR
  OTHER MOVES
  HOLD
  TAGER FORM
  ARMOR
  Weakness
  Weapons
  HARM
  SHOCK
  
SOURCE: textdata/thevault/CthulhuTech/EXTRAS/Sheets/CthulhuTech - Character Playbook - The Tager.pdf