Loot is a pretty fun part of some RPGs. Not the math-tuning loot that keeps characters’ weapons and armor at the required values, but the *remarkable* and *empowering* loot that lets them do new things they were not capable of before.

Fate… doesn’t really do loot, but I’d like to introduce this the experience of “getting stuff” somehow. I’ve got an idea of how I’d like items to work, but no particular notions about how best to handle this.

Here’s what I’m looking for in how items should work
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* Items power *outward growth*: they enable characters to do things they could not do before, rather than simply improving existing capabilities. *Upward* (usually bonus-based) growth is already supported by stunts and skills instead. Loot providing upward growth as well should be avoided, since it could lead to the zero-sum game warned about on *Fate Core* page 278.
* Characters should be able to equip/use a reasonably limited number of magic items at any one time. This means they shouldn’t be able to pile on fifty *Amulets of Power* and effectively ascend to demigodhood.
* Some of these items might provide an activated power, like a scepter shooting a fireball. Characters should be able to regularly take advantage of these, and if they can’t, the power had better be proportionately good!

How can I support loots in Fate?

A word on “getting stuff”
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Loot acquisition would be through discovery, creation, exchanges with others, and other *peaceful, non-murder* means. In contrast to D&D, Fate happily disconnects character progression from boundless slaughter and goblin genocide, and I’m happy to keep it that way.