the expanding scroll of tags and their properties
below is a list of TAGs that are present in THAUMWORLD. they are not the only ones that exist, but they are the default out of the box TAGs.
see the TAG page for more information on what a TAG is
If an existing TAG does not quite fit a situation, new TAGS can be created using similar structure to existing TAGS.
you can use the [ BALLANCE : X ] tag to shift the balance of powerful tags up by 1. this changes how tags can be balanced during crafting, creation of new items, or weighed in balancing systems.
[ TAGNAME : information to be tracked ]
PROFICIENCY : here, here if there are two, … [ META TAG if any ], [ META TAG 2 if any ], … description of TAG in a general sense
CHARACTER : description here
ITEM : description here
TILE : description here
META TAGs go onto other TAGs and give them default properties. these are often called to within PERKS and SPELLS
PROFICIENCY : decided by TAG this is on the TAG this is put on naturally disperses at the end of a TURN fast paced effects that go away within a TIMED EVENT or 1 EXTENDED ACTION
CHARACTER :
-1 ( TAG ) at end of TURN
ITEM :
-1 ( TAG ) at end of TURN
TILE :
-1 ( TAG ) at end of TURN
PROFICIENCY : PAIN unless overridden the TAG this is put is a DISEASE that effects biological creatures. the TAG this is on will state what the specific disease does, and its CR for curing a TAG
CHARACTER :
-1 ( TAG ) on passed RESULT ROLL : ( DISEASE CR ) during SLEEP
ITEM :
decided by TAG this is on
TILE :
decided by TAG this is on
PROFICIENCY : PAIN unless overridden this marks a DAMAGE TAG AND proc-s a lot of stuff through the ITEM that does the DAMAGE
CHARACTER : -
ITEM :
the item procs rules about this DAMAGE TAG when it is used to do DAMAGE like characters with weaknesses to it
TILE : -
PROFICIENCY : decided by TAG this is on if something can be EQUIPPED on a HAND SLOT as a TOOL
CHARACTER :
this could happen if a larger creature grabs you like an item, and uses you to preform an action. you take equal damage as the potency you helped. attack damage that your body does to something also applies to you, effecting your health instead giving you stacks of break
ITEM :
the ITEM can be EQUIPPED in a HAND and used like a TOOL for ACTIONS to be specified on the TAG this is on this ITEM gains the default TARGETER GLYPH set by the TAG this is on.
TILE : -
these are TAGs you would find in the world on CHARACTERs, ITEMs, or TILEs. you may see these referenced in other TAGs, but never put onto TAGs themselves.
PROFICIENCY : BRAWN this is set from overloaded carry capacity
CHARACTER :
movement speed and evasion is decreased by 1 for every TAG MAG
ITEM :
-
TILE :
-
PROFICIENCY : BRAWN [ DISPERSING ] this is usually set from your HEALTH dropping below 1 per the HEALTH rules page
CHARACTER :
all movement is limited to 1, and you are limited to 1 USE PARTIAL ACTION per turn when you have this TAG this TAG decreases by 1 TAG MAG for every point of HEALTH you recover / heal note this also disperses by 1 at the end of your TURN
ITEM :
-
TILE :
-
PROFICIENCY : PAIN this is usually set when you use the EXTENDED ACTION : SLEEP
CHARACTER :
cannot move or do any actions. -1 TAG MAG per for each DAMAGE taken or when SLEEP is completed.
ITEM :
-
TILE :
-
PROFICIENCY : INSTINCT this is assumed and not tracked unless people are trying to use it. it is usually set by the AWARENESS rules page
CHARACTER :
represents when a character knows the target’s location. for proc-ing stealth stuff, and the prerequisite to being able to TARGET something
ITEM :
-
TILE :
-
PROFICIENCY : BRAWN this means you are being grappled by someone.
CHARACTER :
when TARGET size = yours, movement is limited to 0 when TARGET size > yours, they control movement, limited to the size delta when TARGET size < yours, you control movement, limited to the size delta
-1 TAG on passed GRAPPLE RESULT ROLL : ( CR of latest grapple ) all TAG MAGs are cleared from this effect if the TARGET does pass a GRAPPLE at least 1 time in per TURN
ITEM :
-
TILE :
-
PROFICIENCY : PAIN this is set from multiple sources, usually from surprises or intense senses
CHARACTER :
every start of your turn or immidiatly if it is yor turn when you get this, trade -1 ACTION for every 2 TAG MAG, and trade -1 PARTIAL ACTION for every remaining 1 TAG MAG at higher MAGs this may take multiple TURNs to trade away
ITEM :
-
TILE :
-
PROFICIENCY : MECHANICS this is set from multiple sources, usually from surprises or intense senses
CHARACTER :
you cannot EQUIP this item by normal means if the TAG MAG of BROKEN is greater or equal to the ITEM MAG on a passed CRAFT RESULT ROLL : (CR 10) any CHARACTER can remove 1 TAGMAG from any TARGET
ITEM :
you cannot EQUIP this item by normal means if the TAG MAG of BROKEN is greater or equal to the ITEM MAG decreases functional MAG by 1 per TAG MAG of BROKEN – including for DAMAGE, any custom TAGs, DAMAGE negation, or for reapairing the ITEM on a passed CRAFT RESULT ROLL : (CR 10 + ITEM MAG) any CHARACTER can remove 1 TAGMAG of BROKEN from any ITEM
TILE :
walking or climbing on this tile crumble it, and the tile can be destroyed with DAMAGE MAG 1 and above on a passed CRAFT RESULT ROLL : (CR 10) any CHARACTER can remove 1 TAG MAG from any TARGET
PROFICIENCY : HEARTH [ DISPERSING ] this is when things are on FIRE!, and this is usually conditional or caused
CHARACTER :
-1 ( TAG ) on passed HEARTH RESULT ROLL : (10+TAGMAG) at the end of a CHARACTER’s TURN, they get -(TAGMAG) HEALTH DAMAGE does not disperse naturally if the TAG holder also has [ FLAMMABLE ] spreads to CHARACTERs, ITEMs, and TILEs with [ FLAMMABLE ] within one adjacent TILE per TURN
ITEM :
at the end of a ROUND, the TAG holding ITEM get +(TAGMAG) stacks of [ BROKEN ] the TILE this occupies calculates as if its [ FIRE! ] tag is equal to this ITEM – if it has a lower amount of [ FIRE! ] TAGs
TILE :
at the end of a ROUND, the TAG holding TILE get +(TAGMAG) stacks of [ BROKEN ] the TEMPARATURE MAG counts as +1 per MAG TAG for this tile, relative to the WORLD TILE its in. does not disperse naturally if the TAG holder also has [ FLAMMABLE ] spreads to CHARACTERs, ITEMs, and TILEs with [ FLAMMABLE ] within one adjacent TILE per TURN
PROFICIENCY : HEARTH this is when things can catch on FIRE! automatically
CHARACTER :
when there is an adjacent or touching [ FIRE! ], convert all TAG MAG of this TAG, to [ FIRE! ]
ITEM :
when there is an adjacent or touching [ FIRE! ], convert all TAG MAG of this TAG, to [ FIRE! ]
TILE :
when there is an adjacent or touching [ FIRE! ], convert all TAG MAG of this TAG, to [ FIRE! ]
PROFICIENCY : HEARTH [ DISPERSING ] this is when things are suuuuuper cold, and this is usually conditional
CHARACTER :
-1 ( TAG ) on passed HEARTH RESULT ROLL : (10+TAGMAG) at the end of a CHARACTER’s TURN, they get -(TAGMAG) HEALTH DAMAGE
ITEM :
for the ITEM’s TILE’s TEMPARATURE MAG counts as -1 per MAG TAG for this tile, relative to the WORLD TILE its in. can be contained to avoid this effect.
TILE :
the TEMPARATURE MAG counts as -1 per MAG TAG for this tile, relative to the WORLD TILE its in.
PROFICIENCY : PAIN this is set by things that are colder than comfortable
CHARACTER :
- 1 HEALTH per TAG MAG every EXTENDED ACTION spent in uncomfortable temperatures -1 TAG for every EXTENDED ACTION spent in comfortable temperatures
ITEM :
this ITEM becomes frozen at 2 TAGMAG. only ITEMs with TEMPARATURE RANGES can get this.
TILE :
this TILE becomes frozen at 2 TAGMAG. only TILEs with TEMPARATURE RANGES can get this.
PROFICIENCY : PAIN this is set by things that are hotter than comfortable
CHARACTER :
- 1 HEALTH per TAG MAG every EXTENDED ACTION spent in uncomfortable temperatures -1 TAG for every EXTENDED ACTION spent in comfortable temperatures
ITEM :
this ITEM becomes burnt at 2 TAGMAG. only ITEMs with TEMPARATURE RANGES can get this.
TILE :
this TILE becomes burnt at 2 TAGMAG. only TILEs with TEMPARATURE RANGES can get this.