I love talking about mechanics and shit so I'm gonna talk a little about a thing I am working on for this game. It's crunchy, and not everyone will like it, but tough titties.
One of the things I am working on for this game is the confluence of supernatural items (Fetishes, Tokens, Azothic Objects, the variety of Mage items, etc.), Familiars (or any sort of companion that characters can acquire which may use Ephemeral rules), as well as some other stuff.
At the moment, I'm putting a lot of effort into the supernatural items. One of my pet peeves is that supernatural items may be thematic when it comes to the gamelines they exist in, but when crossing over in play, they get wildly imbalanced. In particular, any of the Mage items are hilariously overpowered when compared to many Fetishes, and Azothic Objects are only ahead of the game when compared to the vampire's supernatural item, which is--oh right, they don't have one.
On the other hand, point-by-point creation of items (such as is found in first edition's Reliquary leads to so much min-maxing and abuse that it has seriously annoyed me and many others).
On the other other hand, @tragedyjones expressed concern because a unified system might remove the unique feel each item has regarding their gamelines.
I've been working on a solution that takes all this into account, more or less. The first point is addressed by creating a simple system of item creation that applies to everything. Each gameline (including Vampire) will have its own (single) Merit. (e.g. Imbued Items, Artifacts, and Enhanced Items for Mage will all be represented by just "Artifact"). Each type of item will have its own Merit, but they will all use the same system.
The second point will be handled by not making it a point-balance-cost system. You can't "stack drawbacks" to get more benefits or a lower coast. There are universal Drawbacks that apply to all items, and then each type of item has its own drawbacks. You also can't stack certain things beyond some very reasonable points. Also, any item that is a weapon costs an extra dot just because it's a weapon. Bonuses are also limited to "Equipment Bonuses", so you can't have an amulet that gives you +3 Weaponry. You can have a sword with a higher Damage or Initiative rating, but it's just that sword, not a universal bonus with any sword or any weapon. Some other limitations apply.
The last point is handled by making each type of item (so far we have Azothic Object, Artifact, Fetish, and Relic--this last for vampires) have certain effects that are exclusive to them (e.g. only Fetishes can house Numina/Influence, only Artifacts house Rotes, etc.). In addition to this, while all items have universal drawbacks, each type of item will also have specific drawbacks thematic to the game they are tied to (e.g. the destruction of a Fetish releases a pretty fucking pissed off spirit, either because it was trapped in there, or because the owner was irresponsible enough to allow the Fetish to be detroyed). Hopefully, these consequences will not just tie each item thematically to the gameline it belongs to, but also prove to be plot fodder should the item be lost or destroyed.
In addition to all this, we'll place a lot of importance on the history of the item, how it came to be, etc. We want each supernatural item to feel unique and be special to the character who owns it, and it'll be the first thing anyone wanting one will have to figure out.
I know a lot of people don't care so much about mechanics and would rather concentrate on fluff and setting and stuff, but this is one of the things I love to do with game design so I kind of gravitate towards it.
@Skew and I have been working on what the Mage Consilium and society will look like in Vegas and we've come up with something we think is pretty cool, so maybe we'll share that soon.