As discussed in the General forum, the Acquisition system as written is a clunky mess. Let's fix that.
At character generation you get some items based on your starting options, plus Influence bonus, representing your character's material connections and wealth. The stuff you start with should get you by in the beginning. So far, so good.
But what happens when a player wants to acquire a new thing? Or ten of one thing? Or a customized version of a thing? RAW, that's one roll per thing. Clunky, and really not a lot of fun. I personally don't like spending 10 minutes per player on shopping trips. Another thing that bugs me is that item acquisition is based off each character's Influence score. Like, we're all agents of the Inquisition here, right? How come the feral worlder can barely get a standard-issue lasgun while the noble is strutting around smiting heretics with a diamond-tipped pimp cane? Can't we pool our resources?
Only War had a pretty good way to address this: mission assignment gear. If you're not familiar, at the start of the mission, the GM puts together a list of equipment the team might need to complete the objectives laid out in the mission. The GM then rolls against the squad's logistics rating, modified by the squad's location and circumstances, etc. Depending on the roll, the squad might get all, some of, or none of the gear (or funny extra gear if the roll went really well). They're then required (in a loose, narrative sense) to turn in the gear after the mission is completed. It was a clean way to give the players a bunch of stuff they were probably going to try to get anyway, but it wasn't totally deterministic (and squads could take on secondary objectives to increase their own logistics rating, but I digress).
I propose a solution that will kill two birds with one stone: unPROFANEWORDing the Acquisition system and giving some mechanical effect for Subtlety. In the interest of full disclosure, I haven't seen the final rules, but as of the last beta, Subtlety was a disparate system with little to no mechanical support or concrete narrative impact and was almost totally opaque to the players. In my mind, it provided unnecessary mechanics for something GMs do anyway (i.e. keep track of how loud the players are being in the course of their investigation and tailoring the story to fit).
So that's the rationale for this. Here's my proposal: Let's treat Subtlety as a resource players can affect. Any item (at GM's discretion) can be purchased by decreasing the group's Subtlety score by the tens digit of the availability modifier plus the quantity of items being purchased. No roll, you just get it. Because you work for the god damned Inquisition and you can get stuff. If the availability modifier is positive or zero, Subtlety does
not
decrease. So 1 autogun with a red-dot sight would be -3 Subtlety (0 for autogun, 1 for RDS, quantity 2), 5 laspistols is -5 (0 rarity, quantity 5), a single powersword would be -4 (3 for Very Rare, quantity 1), and so on. The GM is free to make the cost higher if the item being purchased would stand out more than normal given the situation. Purchasing items always makes the group more noticeable (and because of this should be ignored for innocuous things like backpacks and watches).
So that's how Subtlety goes down. How does it go up? Two ways: the first being to go without, and the second by expending Influence. Going without means leaving the trappings of office at home. Players can opt to leave their fancy kit at home, temporarily increasing the group's Subtlety by the cost of the item (described above). This should be represented in a narrative way such that the items are stored securely but are not easily accessible - an obvious example is leaving your fancy custom lasgun on the ship while the group infiltrates a feudal world. So mark on your sheet how much Subtlety those weapons are worth! The second method ties Influence into this. By voluntarily decreasing their own Influence score, a player can reduce the group's Subtlety. A formula will need to be worked out, but 1 Influence for 1-3 Subtlety feels close. This represents that character calling in favors, getting fake identification papers, having evidence of the group deleted off servers, security footage of the group stolen, etc.
Obviously, it would be really easy for a group to blow their 50 starting Subtlety on gold-plated AKs and pimped out power armor with spinners and rims (which I'm totally okay with), so ideally this system would be paired with something that makes Subtlety a workable mechanic for narrative uses (I'm thinking along the lines of thresholds a la Corruption, making the group incapable of certain actions depending on their level of Subtlety). Something to give the players a real choice of how they want to play it.
I haven't figured out how to handle the case of exchanging goods for other goods, like buying a crate of weapons with this huge brick of drugs you picked up from that dealer you busted. Something to consider.
Thoughts?
edit: apparently the profantiy filter doesn't know ALL the profanity
Edited by cps