You imply mandatory infighting where the group is "meant" to work cooperatively. Other than the Rogue Trader, none of them might have any "real" wealth; it's the Dynasty's Profit Factor, of which they, as members of the Dynasty, are permitted to use. How much wealth does a single Navigator have, vs the whole of their House? If they piss off their House, does that have to fall off? PF is a vague measurement, wherein single points can represent vast hoards of wealth, or contacts who aren't wealth, at all.
It's sort of like Influence in Ascension. No Storm Trooper, Guardsman, or Desperado has Influence; the Inquisitor does, and they benefit from it, while their actions on his or her behalf work to increase or decrease it. Only the Inquisitor has "real" power; the rest re along for the ride, but that's not a fun game, so they all use it, and it allows them all to grow/shrink it.
It also seems weird to imagine that, with my PF of 60, I can let you roll at 62, higher than I can. And how do I pick the loser, the member out on their tail? Do they just avoid making checks for a while, negating it as a penalty, or how does that work?
I'm not saying it's a terribad idea, but I will say I might not be grasping all the finer nuances of it.
As for the Navigators, they are obligated to tie their fates to you; they have to share their goodies, so you can find them even more goodies, and wealth. In the event things go south, you can lose their association, as a Misfortune, and lose some PF, along with, probably, your very Navigators. No matter what a RT does, they can't FORCE a Navigator to steer, and trying could get you to a crappy place. Your Explorator might want better access to the cool stuff you find, but I'm not sure if that should increase his wealth, at the expense of yours, and you need him just as much.
Not mandatory, it is defined by the characters. If the character backgrounds conflict and they wan't to pursue these conflicts I won't stop them. In fact if it looks like a direction for a good story, I encourage it. The story comes always first.
Yes, the group is "meant" to work together. So were the senates of Rome. That's the beauty of it. They need to work together, even if they'd like to stab each others back.
I disagree on the wealth department, and the Navigator is again the best example on this. It is actually quite silly that a Navigator that is part of Navis Nobilite who are Extremely wealthy has to actually even use the dynasty houses PF. But that can be explained by exactly what you said (and has.) But it still doesnt explain why would they let the dynasty benefit from PF gained through finding new charts. Also, unless the wh40k becomes part of Utopia, everybody has wealth of sort. I do know what PF represents.
I wouldn't compare Inquisitor to Lord-Captain at all. They are a whole different ball room.
It is also quite black and white world to say that that only Inquisitor of his retinue holds Influence and so does the rulebook actually.
"Rather than a single, quantifiable resource, Influence
represents many aspects of a Throne Agent’s career: his
choices, accomplishments and failures, debts owed, promises
given and received, reputation amassed, friends, rivals, and
foes. Influence also represents the funds he can draw on as a
member of the Inquisition and Calixian Conclave."
The rest are not there for the ride, the rest have assets the Inquisitor lacks of. Be they their skill or contacts, and even that book actually talks about wealth in passing.
But I'm getting seriously side tracked here.
The PPM might let someone roll for a higher number than their PF, yes. If there is a base for it. What does it matter if the roll is over the current PF if the story supports it. The system is after all only to support the story in the game, not the other way around.
Like in the case of the Navigator example. He is part of a wealthy Navis Nobilite, his efforts are noted. But in my game the benefit is Not for the whole dynasty like the rulebook dictates. Why would they give the dynasty wealth/influence for something that is theirs automatically. They don't, but I let at least the Navigator get the benefit of his work.
In the other example: If the Captain would decide to give someone a Bonus he would have to punish someone with a Minus, otherwise, like I said, PF would come out of thin air.
The modifiers are permanent until something changes it again.
But in the end it is the choice of the Lord-Captain to do that. The story might go there or not, we will see.
I'm creating this House Rule so that I don't have to say "No." in that situation.
To give an idea of the current situation in the Lord-Captain's retinue, I'll explain a bit of the ties.
The game background started from a situation where the dynasty was almost in bankrupcy. Their only ship left was in ruins. They got an "investor", the character that now is Lord-Captain. The dynasty made a fraud, made her to be part of their dynasty. She is their "lost relative". They give her mandate of the Warrant of Trade for exchange of repairing the ship. She is now officially part of the dynasty.
At the same time the dynasty puts one of their own lineage, a true heir of the Warrant of Trade as her 1st officer. An heir that might feel that the mandate or even the whole Warrant should be his by lineage.
The Lord-Captain brought couple members of her own to the ship. Some people who have followed her through her career. That was one of her demands for their contract.
Then there is the Enginseer who remains quite neutral about things as long as they don't endanger the ship.
So the background was made that there are some conflicted motivations in the ship. It was up to the players to pursue them, or put them behind them.
The 7 games that followed has brought some more inside ship intrigue, as the players felt their characters would do certain things.
Back to original topic of discussing ideas and balancing problems:
One idea I'm toying with is giving a one time +1 Modifier for selling some Very valuable (unique) equipment for a trade-off in Acquisition roll. I'm ok with some off-balance, but I'm just afraid that it might unbalance things too much.