Like many others on this board, my group and I like to deal with money, because the concept can serve both as a resource to manage and a convenient reward over the course of the adventure.
I think there is a way to properly function with the current Influence/Acquisition rules and implement the use of money.
Money would be meant to boost the Influence score.
Depending on the availability value of items, a certain amount of money must be spent to increase your Influence score by +5.
A Spending table would look like this.
Availability Cost
+30 5$/+5 Influence
+20 10$/+5 Influence
+10 25$/+5 Influence
+0 50$/+5 Influence
-10 100$/+5 Influence
-20 250$/+5 Influence
-30 500$/+5 Influence
-40 1000$/+5 Influence
-50 2500$/+5 Influence
A group could still play the game with little to no concern for money; the rule can play out as completely optional. However, for those who prefer the inclusion of currency, I think this idea of a table would make money/treasure hunting as a worthwhile effort.
By experience, most, if not all, of my groups showed a great love for tracking down loot, count up their money and plan their spendings. It can also serve as convenient way to introduce certain dilemmas to a group of players: If they sell their xeno artefact to some underworld dealer, the group might have enough money to buy a weapon to defeat their current foe, for example; or a group low on Influence and cash might have to accept criminal contracts from some unsavory noble in order to get the proper equipment or contacts.
Additionnal thoughts
- A limit could be imposed as to how much Influence can be gained by spending money.
- On Failed Influence rolls, money could be mostly reimbursed. Maybe around 75% worth.
- Spending a lot of money for a single item or service could attract unwanted attention.