I have made a proof of concept: the captain playbook.
The Captain
The captain is the mind of the ship. However. he doesn't rule unilaterally; he always delegates tasks and listen to advisors. The ship belongs to all the characters after a fashion. This makes the captain's role to lead, not rule.
A Captain is often stranded somewhere in the galaxy without the ability to contact Starfleet. This puts an enormous burden on the captain. He has to make hard decisions based on his own interpretations of the Starfleet code.
He sets an example for his officers, making protocol and behaviour very important.
The Starship
By default, your ship has: 75-150 souls.
Personnel: Ensigns, engineers, security officers, etc.
Ship options
Choose 4:
your ship population is large, 200-300 souls. Surplus: +1barter, want: +disease.
Your ship population is small, 50-60 souls. Want: anxiety instead of want: Knowledge.
When visiting starbases, extra equipment can be channelled to your ship.
for gigs, add protection tribute. Surplus: +1barter, want: +obligation.
for gigs, add a manufactory. Surplus: +1barter, want: +idle.
for gigs, add a bustling, widely-known market commons. Surplus: +1barter, want: +idle.
Your security force is large instead of medium, 60 people or so.
your security force is well-disciplined. Drop unruly.
your armory is sophisticated and extensive. Your security force gets +1harm.
your security equipment is cutting edge models. Your security force gets +2armor when fighting in its defense.
And choose 2:
Ship population is filthy and unwell. Want: +disease.
Ship population is lazy and drug-stupored. Want: +famine.
Ship population is decadent and perverse. Surplus: -1barter, want: savagery
Creating a Captain
To create your captain, choose name, look, stats, moves, holding and Hx.
Names:
Jack Pike, Christopher Belkin, July Moore.
Appearance:
Age 40+, Captain's uniform, air of authority.
STATS
Choose one set:
• Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0
• Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2
• Cool-2 Hard+2 Hot=0 Sharp+2 Weird=0
• Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1
MOVES
You get all the basic moves. You get both captain moves.
Captain moves
Rally the troops:
When you attempt to make your officers and ensigns perform at their maximum potential despite a crisis, roll+Cool. If you succeed, any penalties related to the situation are ignored.
Experienced officer
When you are in doubt about how to proceed with any given Starfleet protocol, roll+sharp.
If you succeed, you may ask the GM two questions pertaining to the task at hand.
(the information gained can't go beyond standard Starfleet protocols).
HX
Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Choose whether you are by nature generous with your trust and resources, or reserved. If the former, then tell everyone Hx+1. If the latter, then tell everyone Hx=0.
On the others’ turns, choose 1 or both:
• One of them has been with you since before. Whatever number that player tells you, give it +1 and write it next to the character’s name.
• One of them once betrayed you or stole from you. Whatever number that player tells you, ignore it; write Hx+3 next to the character’s name instead.
Everyone else, whatever number they tell you, write it next to their character’s name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
IMPROVEMENT
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the options. Check it off; you can’t choose it again.
__ get +1hard (max hard+3)
__ get +1weird (max weird+2)
__ get +1cool (max cool+2)
__ get +1hot (max hot+2)
__ get +1sharp (max sharp+2)
__ choose a new option for your holding
__ choose a new option for your holding
__ erase an option from your holding
__ get a move from another playbook
__ get a move from another playbook
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
STARSHIP PERSONNEL
By default you have around 20 officers, loyal to you but not fanatical. They have their own lives apart from you, integrated in the local ship population
When you create an away party, choose officers with care.
The away party should fit the mission, and other officers can chime in when it comes to recommendations.
Choose 2:
Your Officers are dedicated to you.
Your Officers are involved in successful commerce. +1fortune.
Your Officers , taken as a body, constitute a powerful psychic antenna. Surplus: +augury.
Your Officers are joyous and celebretory. Surplus: +party.
Your Officers are rigorous and argumentative. Surplus: +insight.
Your Officers are hard-working, no-nonsense. Surplus: +1barter.
Your Officers are eager, enthusiastic, and successful recruiters. Surplus: +growth.
Choose 2:
You have few officers , 10 or fewer. Surplus: -1barter.
Your officers aren’t really yours, more like you’re theirs. Want: judgment instead of want: desertion.
Your officers rely entirely on you for their lives and needs. Want: +desperation.
Your officers are drug-fixated. Surplus: +stupor.
Your officers disdain fashion, luxury and convention. Want: +disease.
Your officers disdain law, peace, reason and society. Surplus: +violence.
Your officers are decadent and perverse. Want: +savagery.