How do PCs gain new items (or even better, fine items) for their list?
So, for example, the leech has “Bandolier of alchemicals (3)”
What if the Cutter wanted a bandoiler of alchemicals? How would they go about arranging that?
– If it’s a once-off, it could just be a downtime action to temporarily get that item. But what if they want to always have it? (say, a pyromaniac who carries vials of Greek Fire)
– It could be a flashback (“Flash back to me grabbing a bandoiler of Greek Fire”) – but then either they always have it with them, or there’s some skill roll and we need to explain why they forgot it this time.
– Would it be a long-term project, where the end result is they add it to their items list, and can then check it off as part of their load?
– Am I missing the obvious? At the end of the items list are two boxes, with no name next to that. Would they just fill in one of those boxes and say “I’ve got a bandoiler of greek fire (3) with me!”, same as they’d do for any other item on their list. And everyone would nod and say “Of course you do, you pyromaniac” because we know the PC carries that. (And they’d fill in two boxes of load if we were talking about a larger item)
On a related note, how would we handle characters “improving” items they already have. So we’ve got ways to create rituals and alchemicals and drugs and stuff. But what if, say, a leech wanted to take a drug and invent a “cleaner” version that didn’t have a side effect. Or a Lurk wanted to improve their Subterfuge Supplies into Fine Subterfuge Supplies?
I’m assuming that would just be a long term project, with the end result being we update the sheet, and those items now get potency for being “fine” or have fictional positioning from the improved effects? So upgrading a grenade and smoke grenade into a combined explosion-and-smoke grenade would be a long term project, and once it’s done you can just describe the explosion also creating smoke, which the players use for fictional positioning.
So the RP changes from “Throw a smoke grenade at those guards, and then the Lurk will make a break for it” into “Throw a grenade at those guards, and then the Lurk will make a break for it” – essentially the same, but the players can now injure the guards as part of throwing the grenade.