I'm glad you like the idea. :)
I agree, less options but some options with higher/lower balances is probably a good idea, I was thinking about it later and what occurred to me was that there was all these nice crew options that people wouldn't be able to take unless they wanted to be heavily out of balance (just to have +1 sum balance you would have to take 3 barter paying ones and then you would only get one crew option of
five )
So maybe add on like another wealth one, say obligation like you suggested, and have 3 +1's, 2 +2's
Whilst its something to be aware of, I'm not certain that a playbook should be designed with end-level characters jumping into it from others in mind but rather give a good progression for the playbook they are in till it reaches the end.
I have no problem with Obligations as an option, I was, rather ambiguously, referring to obligation gigs and options which were purely detrimental
So how about this as the new example:
Businessman -
As long as you can pay the upkeep, you get the services of your network for the session. If your balance is positive then you get that much Barter at the start of the session. If a component of your network becomes contested then remove its balance till it is no longer contested.
By default, your network is few goons willing to do your bidding, who know the area well and the people in it. Balance -1 barter
Pick 4 [this number can change] options from the list below:
[ / don't indicate fractions but 2 possible values for that option]
- You've got an understanding with the local warlord (Jonathan) that you're the gatekeeper of something necessary, like food, medicine, services or gear and he'll allow you leeway when it comes to dealing with 'problems' as long as he gets his cut. Balance -1.
- You've got three no-nonsense enforcers (Vega, Anders and Ezekiel) who know how to rough someone up and get them to play how you want. Balance - 1/2.
- You've got a F***ing psycho (Soap) on hand who is good at taking people out and getting away with it too, but his services don't come cheap. Balance -2/3.
- You've got a front or a patsy (Quentin) who is your public face, if there's attempt on you, as if they would dare, or your rep goes down the toilet; he'll take the bullet for you but he demands the highlife till that day comes. Balance -1.
- You make sure to keep a looming threat sweet so that they won't come after you and steer clear of messing with your ventures. Balance -1.
- Your network has transportation options; Vehicle/s and associated drivers, enough to carry your goons + more. Balance -1.
- You've got a rare contact (Milk) for something luxe or rare, like weapons, drugs, or transportation but they expect your protection, direct or indirect [by which I mean if you can leverage someone else into doing it then thats good too], when they need it. Balance +1
- You've got most of the local merchants or premises paying you 'protection' but if one of them steps outta line you gotta hammer them down before the others get ideas. Balance +2 [bumped this up because of the likely strong pc blowback]
- You've got a real whiz, maybe a mechanic (Grass) or a sawbones (Key) in your pocket who passes you a share of the profits as long as you help them out with their little indiscretion (it's not so little) and make sure it stays your little secret. Balance +1.
- You're the backer of a pimp or madame (Dust) and their primo tail (Grace, June, Frost), set of dealers (Badger, Jez, Combo) or some other quasi-legal venture who give you a slice of the action but keep attracting the attention of the big fish around. Balance +2/3.
- You owe the local warlord (Dog head) your obligation, he pays you for your services, but he expects them how and when he needs them. Balance +1.
End Example