Item Tags for Liminal Horror
Appendix: The addition of [Descriptive]+[Mechanical] tags provides a modular option to boost the potential complexity for items used in play.
Descriptive Tags: The tag’s name acts as a narrative clue that can be leveraged in fiction. [Descriptive] tags can be implemented on their own and their use can be made as rulings at the table.
Mechanical Tags: These [Mechanical] tags pair with their [Descriptive] counterpart to add a prescriptive rules. They provide explicit mechanical implication for use during play.
Using in play: Tags can be added to items to modify how they are used. Not every item needs a tag. Tags can be added to make an item unique. Facilitators have the option to use only the [Descriptive] tags and omit the [Mechanical] rules text in favor of rulings during play.
|Acid||A caustic liquid that burns through stuff. Causes persistent damage until removed.|
|Blast||An attack that hits everything in a target area with damage rolled separately for each affected.|
|Bleed||Damage beyond HP triggers a Save. On a failure, the victim takes 1d4 damage at the end of scene.|
|Brutal||Roll damage at advantage. Using this item causes 1 Stress to the wielder.|
|Bulky||Bulky items take two slots and are awkward or require two hands.|
|Complex||Causes DEX saves to be made at disadvantage.|
|Dangerous||Damage is Enhanced (d12) but the weilder must make a save or take the damage as well.|
|Debilitating||Damage beyond HP is divided (rounded up) between DEX and STR.|
|Deteriorating||After each use, make a CTRL save. Failure runs the risk of breaking or reduciton in usefulness.|
|Discreet||Easy to hide. Often overlooked.|
|Distressing||Using this item causes others to take 1 Stress.|
|Expensive||Flashy, hard to replace.|
|Limited||Has a finite number of uses.|
|Loud||Everyone in the nearby vicinity can hear its use.|
|Messy||Creates a mess (blood, bone, vicera). Witnessing causes 1 Stress.|
|Non-Lethal||Targets DEX after HP.|
|Perilous||Has the potential to cause those who carry it to be Deprived|
|Piercing||Ignores Armor and goes straight to STR.|
|Poison||Damage beyond HP triggers a Save. On a failure, the victim takes 1d4 damage to DEX at the end of scene.|
|Potent||Rolls using this item are made at Advantage.|
|Quick||If using this, go first (if speed is a factor).|
|Silent||This item can be used without a sound.|
|Slow||If using this, go last (if speed is a factor).|
|Substandard||Less effective than its normal counterparts.|
|Tiring||Failure while using this item causes a level of Fatigue.|
|Unreliable||Failure while using this item causes it to become unsuable for the rest of the session.|
|Unstable||Runs the risk of expolding/detonating/going off.|
|Unwieldy||Difficult to move quickly, quietly, or in tight spaces.|
|Valuable||Worth a lot of money, highly coveted.|
- Advantage = Roll dice twice and take the better result.
- Disadvantage = Roll dice twice and take the worse result.
- Failure when using a Weapon is when your damage dice results in a 1.
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