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.
Tags
[Descriptive] | [Mechanical] |
---|---|
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. |
Notes:
- 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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