I have a clearer picture of the direction to take acquisitions now!
There are three mechanical things you can get from them:
- The ability to apply your player level to a roll (as in: skills)
- Advantage on rolls given a particular applicable situation (items, specializations, relationships, etc)
- The ability to defy the logic of a situation and perform an action that otherwise makes no sense (magic, martial arts, technology, etc) such as letting you apply an attribute score that otherwise makes no sense (using willpower to pilot a mech in place of an agility roll, using agility to be so fast you don't need fortitude, using your abnormally powerful body to seduce someone instead of using your ego)
I think this is the last real change the game system needs before i can start publishing actual advised content to choose from so you don't have to imagine everything yourself! Like item/skill/magic acquisition tables & their effects.
