IF we go down the route of using crafted magical items (not consumables like wands or potions but things like arms & armor, rings, staves, rods, and wonderous items) then I would like to use the Dynamic Magic Item Creation rules listed in Pathfinder Unchained.
The summary is this:
You (and potentially a buddy) are faced with a series of skill challenges based off of DC 15 - 30 and sometimes additionally modified by item's CL.
For example, the very first task is always to Prepare the Vessel:
quote:
You must create or prepare an item to handle the magic youintend to instill within it.
TASKS
Forge a New Vessel: Craft (item’s type) DC 15 + item’s caster level
Mystical Preparations: Spellcraft DC 15 + item’s caster level
RESULTS
Critical Success (both are passed)
You have a superlative and efficient vessel. Set the base cost at 75% of the market price, and set the item’s creation time to 1 day per 2,000 gp of the item’s market price.
Success (pass one and fail the other by less then 5)
You have a satisfactory vessel. Set the base cost at 85% of the market price, and set the item’s creation time to 1 day per 1,000 gp of the item’s market price.
Failure (pass one and fail the other by more then 5)
You have a flawed vessel. Set the base cost at 100% of the market price, set the item’s creation time to 1 day per 500 gp of the item’s market price, and add one flaw.
Critical Failure (both tasks failed)
The vessel is destroyed.
So right away it becomes more interesting. A single person cannot do both tasks so you will need a "partner" and you can use different ones for different parts of it. You can use an NPC smith to craft the item, the rogue to use UMD to basically bluff your way past the activation words and the Bard to shoo away a distracting visitor who keeps bothering you at inopportune times.
Perks can be generated by succesfully completing the challenges and range from having lighterweight items to providing additional minor bonuses to a random skill or glow when a specific type of enemy is around. These perks will be partially random, partially based on the item and partially based on the owner. For example, if a ranger is involved and he HATES orcs then the item might glow when orcs are around.
Quirks are non-mechanical quirks that make items more interesting and with particularly bad luck you might get a flawed items. Flaws are not curses per se but do have minor drawbacks to their use, although you generally have to be very unlucky to get a flawed or cursed item.