1) You have a number of slots equal to your strength. X2 strength is a disadvantage and half speed of stuff. Set what amount of Load the character will be taking.2) So in downtime, every scene (a scene one roll challenge worth of interactions using the mental ability ) the player can fill a number of slots with "stuff". The player notes down the kind of stuff they will get.
Example:Rolling mental abilities to Source/Find Stuff. Rolling mental abilities to make stuff. Rolling mental abilities to negotiate for stuff.
3) Opportunities (Time) to do these Downtime scenes is up to the GM and players' OPPORTUNITY costs.
Load + Ability + Time = stuff the characters Carry.
4) Each stuff has a load value. You can only call on stuff you've had the opportunity to acquire. Every time you need the stuff the GM and players note how much of the load has been occupied. Until the total Load out is reached.
I need bandages, crowbar, etc... mark it off and deduct it from the Load. Until you reach the maximum load that character can hold.
TRPS are always a great way to HONE thinking and speaking skills in the real world - play is designed to make humans safely try till they master skills. feeling good when we master small feats is part of the enjoyment of TRPs.