Equipment Tags
Overview
Equipment tags describe what gear can do in the fiction and how it changes combat exchanges.
The same tag structure should work across the focus eras defined in System Design Principles: ME, IN, MO, PM, ES, and FF. A spear, shotgun, warded cloak, powered shield, combat drone, ritual blade, and plasma lance can all matter without needing separate item math at this stage.
Because magic exists in the setting, equipment can be mundane, technological, magical, or hybrid. Tags should describe the relevant influence directly instead of assuming technology and magic are separate equipment categories.
Tags usually affect permission, position, pressure, distance, wound severity, or consequence choice. They should not become a long bonus list.
Era Abbreviations
Use these abbreviations when tagging equipment examples, threat templates, campaign frames, and era-specific rules.
| Abbrev. | Era | Equipment Baseline |
|---|---|---|
|
Medieval Ages |
Hand weapons, shields, armor, fortifications, beasts of burden, siege engines, common ritual or warded objects. |
|
Industrialization Age |
Revolvers, rifles, rail, steam, factories, mass print, telegraph, industrial tools, polluted or sanctified machinery. |
|
Modern Age |
Automatic weapons, radio, aviation, vehicles, modern medicine, electronics, mass surveillance, state-scale logistics. |
|
Post-Modern Age |
Cyberpunk-like networks, smart weapons, drones, cybernetics, corporate security, augmented reality, hybrid magic-tech gear. |
|
Early Spacefaring |
Vacuum suits, orbital tools, breaching charges, shipboard systems, habitats, near-system vehicles, sealed or warded infrastructure. |
|
Far Future |
Powered armor, plasma weapons, adaptive shields, exotic materials, mature vessels, autonomous swarms, resonance-engineered systems. |
The abbreviations describe baseline assumptions, not hard limits. A region may preserve older equipment, recover lost far-future tools, or combine magic with any era’s technology.
Tag Principles
Use these principles when assigning tags.
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Tags describe tactical identity, not full item statistics.
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Most ordinary combat items should have
1-3tags. -
Exceptional, advanced, or legendary gear may have more tags, but should also carry limits, costs, scarcity, or maintenance requirements.
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Tags matter only when the fiction makes them relevant.
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If two tags point in opposite directions, use the current position and declared intent to decide which one applies.
Weapon Tags
Weapon tags describe how an attack threatens space, armor, bodies, machines, or attention.
| Tag | Meaning |
|---|---|
|
Useful for quick openings, close quarters, and recovering after a miss. |
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Controls distance before shorter weapons can answer cleanly. |
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Hits hard, breaks guard, and can worsen wounds, but is harder to recover from when position is bad. |
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Better against armor, hide, plating, or cover that would stop a lighter strike. |
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Damages through shields, helmets, rigid armor, bone, machinery, or structural protection. |
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Excels at open flesh, exposed limbs, ropes, fabric, light armor, and quick disabling wounds. |
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Protects a line, blocks approach, or supports defensive exchanges. |
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Pulls, trips, binds, disarms, or opens a target’s guard. |
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Captures, pins, entangles, nets, shocks, or locks movement. |
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Can be used without immediately revealing position under suitable conditions; often helps preserve |
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Can be hidden, smuggled, or drawn in restricted spaces. |
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Threatens several targets, a zone, or an approach rather than only one foe. |
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Creates pressure or vulnerability after use unless position, training, technology, or magic solves it; often changes resource state to |
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Ammunition, charge, heat, fuel, ritual load, or another resource can run out; often changes resource state to |
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Rewards aim, weak points, careful timing, or controlled shots. |
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Can escalate a clean hit into harsher injury when the target lacks the right protection. |
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Disorients, incapacitates, overloads, or suppresses without necessarily causing lethal wounds. |
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Effective against doors, barriers, vehicles, fortifications, shields, or sealed armor. |
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Can track, correct, guide, identify, or coordinate with sensors or targeting systems; often helps create or exploit a |
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Dangerous to use near allies, cover, flammables, unstable magic, fragile systems, or confined spaces; can become |
Armor and Protection Tags
Armor tags describe what kind of harm the protection answers and what tradeoffs it creates.
| Tag | Meaning |
|---|---|
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Reduces minor harm without heavily limiting movement, stealth, or endurance. |
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Strong protection, but creates pressure in heat, water, tight spaces, exhaustion, stealth, or mobility contests. |
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Blocks angles, covers allies, cancels pressure, or helps seize space when used actively. |
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Protects against gas, vacuum, disease, toxins, pressure, or hostile atmosphere while intact. |
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Resists fire, cold, electricity, radiation, resonance bleed, or other environmental harm. |
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Resists bullets, shrapnel, piercing weapons, claws, teeth, or high-velocity impacts. |
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Strong once or for a short time, then loses protection, breaks, burns away, or must be replaced. |
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Answers a major hit with counterforce, flare, deflection, shock, or automated defense. |
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Enhances strength, load, stability, or movement, but depends on power, maintenance, and control. |
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Reduces detection by sight, sound, heat, sensors, magic, or another specific method; often worsens the observer’s targeting state. |
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Creates pressure in climbing, swimming, crawling, hiding, crowds, delicate work, or long pursuits. |
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Works well until cracked, pierced, hacked, overloaded, dispelled, or otherwise compromised. |
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Can tune itself to a known threat after time, data, or exposure. |
Technology Tags
Technology tags can be added to weapons, armor, tools, vehicles, drones, and integrated systems. They can also be combined with magical and resonance tags when a device is techno-magical, sanctified, haunted, resonance-powered, or ritually controlled.
| Tag | Meaning |
|---|---|
|
Works without electronics, but may jam, break, or need manual operation. |
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Loud, forceful, rugged, heavy, smoky, or maintenance-intensive. |
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Uses circuits, sensors, signals, or batteries; vulnerable to hacking, water, shock, or electromagnetic disruption where relevant. |
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Shares data, targeting, warnings, authorization, or control with other systems; can share |
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Can act with limited independence, creating help, hazards, or complications without constant control. |
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Integrated with body, nerves, senses, identity, or medical systems. |
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Depends on satellites, ships, relays, drops, vacuum access, or orbital infrastructure. |
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Uses rare physics, alien science, advanced resonance engineering, or principles most people cannot repair. |
Magical and Resonance Tags
Magical and resonance tags can be added to weapons, armor, tools, vehicles, relics, implants, ritual gear, sanctified objects, and far-future systems that interact with non-mundane forces.
| Tag | Meaning |
|---|---|
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Resists magic, resonance, spirits, curses, hostile rites, or metaphysical intrusion. |
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Requires preparation, words, signs, timing, offering, authority, or formal procedure before full use. |
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Works best for a specific person, lineage, oath, place, school, species, or resonance pattern. |
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Carries, focuses, stores, or redirects magical force through the wielder or environment. |
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Recognized by a shrine, vow, divine order, lawful rite, or sacred tradition. |
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Grants power with a harmful condition, compulsion, debt, corruption, or future claim. |
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Contains or is linked to a spirit, entity, memory, oath, place, ancestor, or imprisoned force. |
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Grows, heals, hungers, adapts, reacts emotionally, or must be tended like an organism. |
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Interacts strongly with resonance fields, anchors, zones, rituals, or metaphysical pressure. |
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Conceals presence, intent, identity, aura, heat, sound, signal, trace, or magical signature; can create a |
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Exposes hidden traces, lies, spirits, enchantments, weaknesses, routes, or resonance patterns; can improve or confirm a targeting state. |
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Can flare, backlash, miscast, overload, attract attention, or create dangerous side effects. |
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Consumes lifeforce, heat, memory, charge, blood, attention, standing, or another meaningful resource. |
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Suppresses, disrupts, grounds, dispels, jams, silences, or cuts off an active force. |
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Does not follow known magical, technological, or physical expectations. |
Use specific setting vocabulary when it matters. A Warded patrol shield, Sanctified oath-chain, Resonant sensor array, and Cursed smart blade may all use the same tag structure while expressing very different fictional truths.
Using Tags in Combat
Use equipment tags during combat exchanges in these ways.
| Use | Effect |
|---|---|
Permission |
The tag allows an action that would otherwise be impossible or implausible. |
Position |
The tag changes who controls distance, cover, approach, visibility, or angles. |
Distance |
The tag changes which distance bands and weapon range profiles are plausible or pressured. |
Targeting |
The tag changes whether a target is in |
Resource |
The tag changes whether equipment is |
Pressure |
The tag creates, cancels, or changes combat pressure. |
Wound severity |
The tag may soften or worsen a wound when protection and threat clearly interact. |
Consequence choice |
The tag suggests what goes wrong on a Costly Success, Unstable Result, or Trouble. |
Avoid stacking many tag effects on one roll. Choose the most important tag interaction in the current exchange.
Era Examples
These examples show how the same tag vocabulary can cover different focus eras.
| Era | Example Gear | Tags |
|---|---|---|
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Arming sword |
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Spear |
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Mace |
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Mail and shield |
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Warded pilgrim cloak |
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Revolver |
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Bayonet rifle |
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Sanctified survey lantern |
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Assault rifle |
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Ballistic vest |
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Resonance detector |
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Smart pistol |
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Tactical cloak |
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Cursed smart blade |
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Vacuum suit |
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Breaching charge |
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Warded habitat seal |
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Powered armor |
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Plasma lance |
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Adaptive shield |
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Resonant drone swarm |
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Future Use
Later equipment work should define item examples, costs, scarcity, maintenance, legality, cybernetic integration, ritual ownership, vehicle-scale weapons, starship weapons, and how mundane, magical, and hybrid equipment interact in specific eras.
The current tag list is a shared vocabulary, not a full inventory.