Not sure how playable it would be, though, and it could really be abused (since, for instance, it allows you access to any spell in the game).
Hm, that's sound great! Maybe lower the amount of Rep that can be unlocked, limit how many different abilities can be unlocked (say at most two so you're not getting that many spells), and further require gained abilities to conform to a concept (e.g. spells might be limited to one Discipline, or it's it's something like a spellbook maybe it can
only gain spell uses).
Here's what I've got so far:
Luck Find: You gain a magic item the powers of which are unknown to you. Once per Adventure you may pay an Action Die to spend 1d3 rounds unlocking no more than two magic item abilities totaling no more than 10 Reputation. These powers go away at the end of the scene.
Sounds useful yet not overpowered. And it's unique. Certainly it needs playtesting, but what do people think so far?
Let's just write up Mister Anderson's Safe House suggestion:
Haven: You gain the Safe House feat. Also, once per adventure you may spend 1d6 hours and 1 action die to use this ability regardless of the local population.