Thread: On-hand items
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Old 11-17-2019, 09:03 AM   #3
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: On-hand items

Quote:
Originally Posted by WaterAndWindSpirit View Post
Hello everyone!

So, if I wanted, as a campaign switch, to say that any PC can make a roll of his better of IQ and Urban Survival, with bonuses if he's wealthy, penalties in unfamiliar areas, and penalties if he went through some event that should by all rights have a chance to damage his stuff without resupplying, to pull a miscellaneous, small, unrestricted, cheap but common item (a cheap lighter, a hairpin, a pack of cigarettes common to the area, a bag of candy, cheap over the counter drugs you can legally buy at any drugstore without needing a prescription like aspirin) like the Gizmo advantage out of nowhere on the basis that "he carries miscellaneous supplies that are legal, cost basically nothing and can always be useful (yeah, there are huge penalties for making a Lock Picking skill roll with a hairpin, but at least you can attempt it and get away with it with a high enough skill, many people smoke, and giving someone who is currently nervous a cigarette if he's a smoker is a small gesture that helps establishing trust, ditto for a PI giving a small store-bought, unopened bag of candy to a child he's currently asking for info on the case he's working on) that he has bought off camera recently, would anything break?
It sounds sort of like a cross between Doodad and an SOP perk.
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