Savings
- Points
- +1
- Type
- Boon
- Official description
- Start with an additional 150 Credits.
On this page
How it works
+150 starting credits. Weaker than Handy (370 in tools) for the same 1 point, or Prime Real Estate (one more customer a day) for 0 points.
Rating
150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
Ratings by specialization
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- Rock Bottom starts with no cash or stock and has no normal rescue. The extra 150 applies after that zero-cash start and funds purchases without first selling a lucky find.
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- Gunsmith opens with 150 cash against 250 rent. Another 150 gives usable parts-purchasing money while the opening orders convert supplied equipment into cash.
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases.
- Rating
- Aquafarmer opens with 150 cash against 240 rent and still needs feed and growing time. Liquid money helps bridge those costs without increasing rent.
| Specialization | Rating |
|---|---|
| Apprentice | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Water Merchant | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Fence | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Rock Bottom | S Rock Bottom starts with no cash or stock and has no normal rescue. The extra 150 applies after that zero-cash start and funds purchases without first selling a lucky find. |
| Hydroponic Farmer | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Gunsmith | A Gunsmith opens with 150 cash against 250 rent. Another 150 gives usable parts-purchasing money while the opening orders convert supplied equipment into cash. |
| Chemist | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Rat Wrangler | C 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. |
| Aquafarmer | A Aquafarmer opens with 150 cash against 240 rent and still needs feed and growing time. Liquid money helps bridge those costs without increasing rent. |
Perks that work well with it
- Handy
For Rock Bottom, cash and supplied tools solve different opening shortages. The tools are used equipment, not another 150 cash.