What do your groups buy with their Cargo?

What do your groups buy with their Cargo?

What do your groups buy with their Cargo? We’re running with a group that doesn’t have much focus on combat, so even during character creation, we were struggling to find enough Assets for them to buy. And now they’ve started Bartering up their Cargo (including a pen of Class-4 thoroughbred race horses), they’re looking for things to spend them on. What sorts of items have your crews acquired through Barter? What are your “hot” (or interesting) commodities? What have GMs used for the “unique item / service” on a 13+ roll? Do you tend to make them up on the spot, or do you have one in the back pocket ready to go?

4 thoughts on “What do your groups buy with their Cargo?”

  1. Shuttles, vehicle mods, cybernetics, exotic cargo that could be sold for when more credits, drugs, illicit holovids, secrets and blackmail files, mercenary/bodyguard services. The list goes on.

  2. New sections to the ship and eventually a larger ship are nice long-term goals. The first 13+ “unique service” could be setting the characters up to eventually get their hands on a Class 3 ship.

    The new Vessel rules in FBH make that even easier, since everything is modular and they can just keep bolting on new rooms and machinery.

    Another big purchase/high-value commodity is a title deed. Either a (Faction-backed) deed of ownership of a plot of land on a recently colonized planet, or ownership of a section of a space station.

  3. Even for a non combat group a good class 3 outfit or class 3 crew is a good purchase. It depends what your group is interested in exploring, when going for unexplored hostile planets they need different upgrades on their vehicles than for a racing car.

    Having kits is needed to be able to perform some action in fiction.

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