Appendix B: Items & Tags
Every item in Coterie has a base type and a Tag line. The base types are:
- Artifacts
- Consumables
- Intel
- Miscellaneous
- Structures
- Tech
- Vehicles
- Weapons
- Wearables
How Tags Work & How to Use Them¶
Every item in Coterie is defined by its Tags, not a stat block or extensive description. A Tag is a short, plain-English descriptor in Bold-Title-Kebab-Case, strung together in a fixed order with commas as the glue. A handful of them tell you everything an object does, how it behaves, and what makes it worth caring about. Written well, they never need a lookup: the fiction and the mechanics are the same thing.
That being said, you'll find a full lookup table below, because it's better to just tell you exactly what things do and then let you draw your own conclusions from there. Storytellers are free to invent their own Tags if the big list doesn't cover something. All a Tag needs is a reason to exist, an evocative name, a concise description, and something to stick it on.
Don't Track What Doesn't Matter¶
Coterie has no individual ammunition tracking, but a dusty old double-barrel shotgun you find with Unreliable, 2-Use is fun & fine. No durability points or degradation meters — just use an Unbreakable version, duh. No weight in pounds (but Hefty is great).
Guns need reloading and swords don't, but reloading would classify as a Free Action anyway, so it rarely matters. If limited ammo is fictionally relevant for a specific weapon, that's what Slow-Reload and N-Use are for: "you get 2 shots per combat" is the right level of granularity. Anything more detailed than that is inventory management for its own sake, and this isn't that kind of game.
The Tagging Order¶
Tags sit around the item's name in a set grammar, with mechanical info first, item name and other fiction in the middle, economy last:
N-Harm → Range → N-Armor → Ignore-Armor → [Item Name] → Tags (standard English adjective order) → N-Use/N-Charge → Recharge-X
So picking up a 3-Harm, Close-Far Sawed-Off Shotgun, Compact, Noisy, 2-Use, means you know exactly what it is and how it works at a glance. N-Use or N-Charge are always penultimate, and Recharge-X always goes last so you always know where to look to figure out when you'll regain use of a recharging object. Remember those commas!
For those wondering, this is the standard English adjective order, which native speakers generally already know intuitively (if not academically):
Opinion → Size → Physical Quality → Shape → Age → Color → Origin → Material → Type → Purpose
This is why you always say "a big red latex balloon" instead of "a latex red big balloon" which just feels strange and bad. Just order Tags in the way that sounds right; it'll be close enough to get the point across.
What Makes a Good Tag¶
Every Tag earns its place by telling you something you couldn't already infer from the name of the item. These are the bars that each one ought to clear:
- Plain Language, Zero Context: If you can't guess what it does without a rulebook, it's worthless.
- Describes the Object, Not the Observer: Tags are intrinsic, observable properties. Noisy is real because the thing makes a loud sound, but "Intimidating" isn't on the list because not everyone will be intimidated by the same things.
- No Redundancy: If another Tag, a template (N-Use and the like), or the item's own name already says it, don't bother.
- No Defaults: Only the exception gets a Tag. Just about anything can be traced or hacked given effort, so only Untraceable and Analog are worth keeping around.
- Fiction-First Definitions: A Tag points at the fiction and lets it resolve specifics: "deals Aggravated Harm to anything vulnerable to silver," never a roster of who qualifies.
- Evocative but Clear: Speedy over "Fast" — personality is welcome; confusion is not. Clarity wins.
- Short & Sweet: Tags must never run longer than 3 connected words. If you can't express a property in 3 words or fewer, split it into 2 tags.
The Tag Line IS the Item¶
If you strip away the name and the description, the Tag line should be a fully functional mechanical identity. You should be able to hand someone a Tag line with no name and no description and they'd still know roughly what the object is, what it does, and what's interesting about it. 3-Harm, Hand, Piercing, Concealable is clearly a nasty knife. 2-Armor, Bulky, 3-Fireproof is clearly serious protective gear you nicked from a fire station. The name and description add color, the Tags are the skeleton holding it all up.
Mechanical Riders Are Fine (Within Reason)¶
A few Tags do hard mechanical things (Balanced, Modular, Nitro-Boosted). When they do, the effect carries a real tradeoff or a firm limit. A Tag should rarely be a pure upgrade you'd always want, but if you find such an item, it makes sense to want to keep that around. If you're a Storyteller who just wants a weapon to hit harder, don't invent a "Powerful" Tag, just turn 2-Harm into 4-Harm and/or stick Gruesome on there.
Categories Are Guidelines, Not Fences¶
The middle column says where a Tag usually shows up, not where it's allowed. A USB stick can be Holy or Infernal if the fiction supports it. "All" means it genuinely fits anywhere. Try putting a tag on an object that your players might not expect and see what comes out. A little 1-Harm, Sentient Pair of Scissors has never hurt anybody... and regretted it.
Tags Aren't Always Permanent¶
Plenty of Tags describe a state rather than a fixed property, and the fiction adds or removes them at will. An item is Hidden only while it's stashed (Powers like Ensconce and Cache do exactly this), Anointed lasts until its single use is spent, Marked until the insignia comes off, Stolen until the heat dies down, etc. When the fiction changes the object, change its Tags. It's just that easy!
Counts & Descriptions¶
Most items should have 1–4 Tags. Five is the comfortable ceiling; eight is the hard cap. Past that, the item probably shouldn't exist. Items also carry a free-text description for flavor, but no rules-critical information should ever live there. The Tag line should provide everything you need to know, even if you don't have all of these memorized. In fact, the whole point is that you don't need to memorize any of them.
Some Examples¶
Here's a handful of examples from some assorted categories to get you started. None of these have to exist in your game, but they could (and some arguably should, like Epi-Pens and cool jackets):
- Weapon: 3-Harm, Close-Far Sawed-Off Shotgun, Compact, Noisy, 2-Use (as above)
- Consumable: Intimate Epi-Pen, Compact, Healing, 1-Use
- Wearable: 1-Armor Leather Jacket, Sturdy, Stylish
- Artifact: 4-Harm, Far Wand of Fireballs, Incendiary, Magical, 3-Charge, Recharge-Dawn
- Weapon or Miscellaneous: 1-Harm, Hand Broken Bottle, Fragile, Improvised
Master Tag Table¶
| TAG | SUGGESTED CATEGORIES | EFFECTS |
|---|---|---|
| Abyssal | Artifacts, Misc., Weapons | A small piece of the Abyss, taken or somehow escaped; plainly visible to Abyssal Sight, and incorporeal entities like Ghosts can physically interact with it. |
| Addictive | Consumables | Breeds craving in those who partake; going without it can cause lots of problems. |
| Analog | Intel, Tech | Old-school tech; can't be hacked, traced, or wiped remotely. |
| Anointed | Consumables, Weapons | Treated with blood, oil, or ritual substance for a single specific use. |
| Antique | Artifacts, Misc., Weapons, Wearables | Old and rare; valuable to the right buyer or collector. |
| Balanced | Weapons | Perfectly weighted; you always roll flat with it, ignoring both Advantage and Disadvantage. |
| Blessed | All | Sanctified by genuine faith; soothing to mortals, uncomfortable for the damned. |
| Boiling | Consumables, Misc., Weapons | Scalding hot; burns and blisters living flesh on contact without ever setting anything alight. |
| Bound | Artifacts, Weapons | Tied (magically or biomechanically) to one owner; resists use by anyone else until the bond is broken. |
| Bulky | Misc., Tech, Wearables | Big and awkward; hard to hide and gets in the way. |
| Classified | Intel | Restricted information; possessing it is dangerous and someone wants it back. |
| Compact | Consumables, Misc., Tech, Weapons | Small and easy to stow; takes up almost no space. |
| Complete | Artifacts, Intel, Misc. | Whole and unbroken; nothing missing, every piece accounted for. |
| Concealable | Consumables, Intel, Misc., Tech, Weapons, Wearables | Can be hidden on your person or in a bag without notice. |
| Conspicuous | Misc., Vehicles, Wearables | Impossible to ignore; people remember seeing it, and seeing you with it. |
| Container | Artifacts, Misc., Structures, Tech, Vehicles, Wearables | Contains stuff it could reasonably be expected to hold; size matters. |
| Contraband | Consumables, Misc. | Banned or restricted goods; valuable on the right market, risky to move. |
| Corrosive | Consumables, Misc., Weapons | Eats through material on contact; ruins gear, restraints, locks, flesh, and evidence alike. |
| Counterfeit | Intel, Misc., Wearables | A convincing fake; passes casual inspection but fails an expert's eye. |
| Cramped | Structures, Vehicles | Too tight for comfort or a proper fight; hard to maneuver inside. |
| Cursed | All | Carries misfortune for its owner; getting rid of it is harder than it should be. |
| Defensible | Structures | Easy to hold against intruders; clear sightlines and chokepoints. |
| Derelict | Structures, Vehicles | Falling apart and easy to overlook, but nobody comes to investigate most of the time. |
| Devastating | Weapons | Leaves savage wounds; any Harm it inflicts cannot be healed by any means short of a day's rest. |
| Disguised | Vehicles, Wearables | Lets the wearer pass as someone or something they're not; holds up until someone looks too closely. |
| Disposable | Consumables, Misc. | Cheap and replaceable; easy to ditch and to source another. |
| Encrypted | Intel, Tech | Locked behind strong cryptic protection; useless to anyone without the key, code, or skill to crack it. |
| Explosive-X | Consumables, Weapons | Detonates, dealing Aggravated Harm to everything within the stated Range (e.g., Explosive-Close). |
| Exposed | Structures | Open to approach and observation from multiple angles; hard to defend. |
| Flammable | Consumables, Misc., Structures, Vehicles | Catches fire easily and burns fast; keep it away from sparks and other items with the same Tag. |
| Forged | Intel | Falsified documents or credentials; opens doors until someone dutifully triple-checks. |
| Fortified | Structures, Vehicles | Built to withstand assault; forcing entry takes time, tools, and noise. |
| Fractured | Artifacts, Intel, Misc. | Broken or incomplete; missing pieces limit what it can do until it's made whole. |
| Fragile | All | Breaks easily; rough use or a bad hit can put it out of commission. |
| Freezing | Consumables, Misc., Weapons | Bitterly cold; disables Movement of all kinds until something is done about the frost. |
| Garlicky | Consumables, Misc., Weapons | Reeks of or contains garlic; harms anything vulnerable to it. |
| Gruesome | Artifacts, Weapons | Viscerally awful to behold; average people who witness its use recoil, flee, or freeze. |
| Haunted | All | A Ghost or Spirit is attached to it and comes along wherever it goes; every Fetter has this Tag by default. |
| Hawthorn | Misc., Weapons | Made of or incorporating hawthorn wood; deals Aggravated Harm to anything vulnerable to it. |
| Healing | Artifacts, Consumables, Tech | Restores Superficial Harm when used; the amount depends on the item and the fiction. |
| Hefty | Misc., Weapons, Wearables | Heavy enough to be a burden; tiring to carry or wield for long, but it hits hard. |
| Hidden | All | Hard to find without being told where to look. |
| Holy | All | Repels and/or deals Aggravated Harm to anything vulnerable to religious symbols or blessings. |
| Ignore-Armor | Consumables, Weapons | Bypasses Armor entirely; the target marks full Harm regardless of protection. |
| Ignore-BP-Armor | Consumables, Weapons | Bypasses an amount of Armor equal to the wielder's Blood Potency. |
| Illegal | Consumables, Misc., Tech, Weapons | Possessing it is a crime; getting caught with it brings the law down on you (mortal or otherwise). |
| Improvised | All | Quickly grabbed and used as a tool for a job not suited to its original purpose (like using a chair as a club). |
| Incendiary | Artifacts, Consumables, Weapons | Deals Aggravated Harm and sets things alight; fire spreads if left unchecked. |
| Incriminating | Intel, Misc. | Proof of someone's wrongdoing; dangerous to hold, valuable as leverage. |
| Infernal | Artifacts, Misc., Weapons | A small piece of the Outer Dark given form and function; grants its bearer some terrible "benefit" and attracts demonic attention wherever it goes. |
| Intoxicating | Consumables | Impairs whoever consumes it; alters senses & perception, even secondhand through blood. |
| Jury-Rigged | Tech, Vehicles | Held together with improvisation and hope; works now, no promises about later. |
| Lightweight | Tech, Weapons, Wearables | Barely there; quick to carry, draw, or wear all night. |
| Lubricating | Consumables, Misc., Tech | Slick and slippery; greases machinery, restraints, footing, or bodies (scent optional). |
| Luminous | All | Sheds bright light; banishes darkness and dazzles eyes adjusted to the dark. |
| Magical | All | Carries a supernatural effect; works on things mundane tools can't touch. |
| Marked | Misc., Vehicles, Wearables | Bears the colors, logo, or insignia of an allegiance; friends and enemies both read it at a glance. |
| Messy | Consumables, Weapons | Leaves clear evidence of its use splattered everywhere. |
| Modular | Tech, Weapons | Breaks down, reconfigures, or accepts attachments; spend a scene modifying it to swap one other Tag for a different one (within reason). |
| N-Armor | Artifacts, Vehicles, Wearables | Reduces incoming Superficial Harm by a flat amount until removed or destroyed. |
| N-Charge | Artifacts, Tech | Holds a number of charges of a renewable resource; powered or magical. |
| N-Fireproof | Structures, Vehicles, Wearables | Works like Armor against fire, removing a number of points of Aggravated Harm from flame; the item itself won't catch alight. |
| N-Harm | Weapons | Deals an amount of Harm when it hits; the foundation of any weapon. |
| N-Use | Artifacts, Consumables, Misc., Tech, Weapons | Works a set number of times, then it's spent until restocked, reloaded, or replaced; mundane or non-renewable. |
| Networked | Structures, Tech, Vehicles | Connected, powered, and online; full utilities and network access. |
| Nimble | Vehicles | Corners and weaves with ease; built for tight spaces, cool stunts, and quick escapes. |
| Nitro-Boosted | Vehicles | A burst of overwhelming speed on demand; thrilling but hard on the engine; usable once per scene. |
| Noisy | All | Draws attention from anyone within Far Range curious about the sounds. |
| Off-Road | Vehicles | Handles terrain that stops ordinary vehicles; mud, rubble, wilderness, stairs. |
| Official | Intel, Wearables | Carries genuine authority; credentials, uniforms, or seals that command deference and compliance. |
| Ornate | Artifacts, Misc., Weapons, Wearables | Beautiful and clearly valuable; attracts notice and covetous eyes. |
| Outdated | Intel, Tech, Vehicles | Behind the times; works, but incompatible, unsupported, or easy to outmaneuver. |
| Perishable | Consumables, Intel | Spoils if not used fresh; time, heat, and neglect render it worthless. |
| Piercing | Misc., Weapons | Ideal for staking. |
| Pocketed | Misc., Wearables | Riddled with hidden pockets; carries far more than it looks like it should. |
| Poisonous | Consumables, Weapons | Sickens or inflicts Harm upon the living that ingest it; the dead are mostly unaffected. |
| Prestigious | Artifacts, Vehicles, Wearables | A mark of status; impresses those who recognize what it signals. |
| Putrid | Artifacts, Consumables, Misc., Weapons | Foul enough to turn stomachs; anyone too close risks gagging, vomiting, or worse. |
| Radioactive | Consumables, Misc., Tech | Leaks invisible contamination; lingers in an area and sickens the living over time. |
| Recharge-X | Artifacts, Tech | Refills its charge(s) under the stated condition (e.g., Recharge-Dawn, Recharge-Scene). |
| Reflective | Misc., Structures, Tech, Wearables | Shows clear reflections; reveals at a glance who has one and who doesn't. |
| Refrigerated | Structures, Tech, Vehicles | Chilled storage; contents stay fresh far longer than they otherwise would (especially anything Perishable). |
| Registered | Vehicles, Weapons | Legally on the books in your name; legitimate, but it's in a database somewhere. |
| Reinforced | Structures, Vehicles | Built tougher than standard; resists ramming, breaching, and structural damage. |
| Relic | Artifacts, Wearables | An object of great historical or spiritual weight; certain people will kill to possess it. |
| Restraining | Misc., Wearables | Binds and holds a captive; escaping takes help, leverage, luck, or a great deal of effort. |
| Returning | Artifacts, Weapons | Comes back to your hand after being thrown or knocked away. |
| Salted | Consumables, Misc., Weapons | Coated, lined, or filled with dry salt; an unbroken line of it stops certain creatures in their tracks. |
| Sedating | Consumables, Weapons | Induces unconsciousness or stupor in the living; the dead are much harder to put down. |
| Self-Replicating | Artifacts, Consumables, Misc., Tech | Makes more of itself given time and opportunity; contain it or it spreads. |
| Sentient | All | Aware, conscious, and willful; has its own desires and can communicate somehow. |
| Shabby | Intel, Misc., Vehicles, Wearables | Worn, cheap, and forgettable; marks its owner as someone not worth a second glance. |
| Shielded | Tech, Wearables | Blocks signals, scans, electrical surges, and/or detection; nothing gets in or out electronically. |
| Silver | Consumables, Weapons | Deals Aggravated Harm to anything vulnerable to silver. |
| Single-Exit | Structures, Vehicles | Only one way in or out; easy to guard, easy to get cornered in. |
| Slow-Reload | Weapons | Takes a while to ready again; you can't reload or recharge it until combat is over. |
| Sluggish | Vehicles | Slow to accelerate and turn; gets where it's going eventually but is more likely to be caught. |
| Smart | Tech, Vehicles | Automated and responsive; clever enough to follow commands, learn habits, and act on its own. |
| Soothing | Artifacts, Consumables | Calms nerves and quiets the Beast; eases fear and frayed composure rather than wounds. |
| Soundproof | Structures, Vehicles | No sound escapes or enters; what happens inside stays inside. |
| Spacious | Structures, Vehicles | Room enough for the whole Coterie and then some. |
| Speedy | Vehicles | Outpaces most things on the road; built for getting somewhere or getting gone. |
| Sticky | Consumables, Misc., Weapons | Clings and adheres; traps, slows, or holds fast whatever it touches. |
| Stinky | Consumables, Misc. | Reeks badly enough to foul the air and ruin anything tracking by scent. |
| Stolen | All | Someone wants it back, and they may be looking; hard to sell or display openly. |
| Sturdy | All | Takes a beating and keeps working; resists wear, weather, and abuse. |
| Stylish | Misc., Vehicles, Wearables | Striking and fashionable; turns heads and opens doors that stay shut to the drab. |
| Subterranean | Structures | Below ground; naturally climate-controlled, low-light, and insulated from the world above. |
| Subtle | Misc., Tech, Weapons | Doesn't read as a weapon or a threat; draws no attention when carried. |
| Sunproof | Structures, Vehicles | No sunlight reaches the interior; safe to slumber through the day. |
| Surveilled | Structures, Tech | Watched by cameras, sensors, or eyes; assume all comings and goings are recorded and reviewed. |
| Tantalizing | Consumables, Misc. | Smells temptingly of fresh blood; hungry Kindred struggle to ignore it. |
| Trapped | Artifacts, Structures, Tech | Rigged to harm or catch intruders who don't know the trick. |
| [Trespasser]-Warded | Artifacts, Structures, Tech, Wearables | Protected by a (Lesser or Greater) Ward keyed to a named Trespasser type (e.g., Ghoul-Warded); triggers when that type of entity touches it. |
| Two-Handed | Weapons | Requires both hands; no shield, no free grip, no phone. |
| Unbreakable | All | Cannot be broken, shattered, or destroyed by ordinary means. |
| Unreliable | Tech, Vehicles, Weapons | Works inconsistently; the Storyteller can have it jam, stall, or sputter at a dramatic moment. |
| Untraceable | Misc., Tech, Weapons | Leaves no trail; no records, no registration, no way to follow it home. |
| UV | Tech, Weapons | Emits concentrated ultraviolet light; deals Aggravated Harm to anything vulnerable to UV. |
| Verified | Intel | Confirmed true and reliable; the rare piece of information you can actually trust. |
| Watchful | Artifacts, Misc., Tech | Watches, listens, or records; cameras, bugs, trackers, drones, hidden eyes, government birds. |
| Weatherproof | Intel, Misc., Wearables | Shrugs off rain, cold, wind, and the elements; keeps the wearer and its contents dry. |
| Welcoming | Structures | Mortals can be invited in and put at ease; often ideal for Feeding. |
| Wrought-Iron | Misc., Structures, Weapons | Forged from true wrought iron, the old stuff; deals Aggravated Harm to anything vulnerable to it. |