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Stats (add 1 to one of these)

Focus 1 _____

Guile 1 _____

Instinct -1 _____

Prowess 0 _____

Gear

You have whatever gear makes sense in your position as Moff.

Plus, you have one really unexpected item. What is it? (detail it)

Starfighters, Shuttles, and Troopers

You may have about a dozen small utility craft, capable of atmospheric and space travel.

You may have starfighters.. To put them to use, you’ll need the Leadership move.

You may have troopers. To call them to use, put out a call for muscle. To put them to more use, take the Leadership move.

Bonds

If you get here before everyone else, detail your command on the back! During introductions, write down everyone’s name & ask if they live onboard your command.

Fill in as many as you like with the other characters:� _______________ is my second in command. � _______________ has worked alongside me before.�_______________ is the lynchpin of the criminal element within my command.�I owe my life to _______________, a debt I wish to repay soon. �_______________ tends to an important division within my command.��Ask each player character if they live onboard your command. For each that does, they can add one to your list of features. You may also give them a cush position onboard, your choice.��Whenever a player character leaves your command and no longer calls it home, they erase one of your ship's advances and you choose a different one.

PCs Lives Onboard? Outlook & Demeanor

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Experience

When your command accomplishes any of the following, you mark experience:

  • Triumph over terrible danger
  • Defend the needy from the iniquities that beset them
  • Discover a hidden truth.
  • Expand your command without bloodshed�

The Moff

Name Ackbar, Palleon, Needa, Sisko, Antilles, HK-A9

Choose as many as apply:

Look: Stocky, Aquatic, Small, Big, Hard�Features: Soft, Angled, Scarred, Wiry�Clothing: Uniform, Expensive, Aristocratic Demeanor: Arrogant, Commanding, Distant

Vessel Class: corellian corvette, MC40a, lancer frigate, medical ship, MC80, Interdictor, cruiser, station, colony

The Moff’s Moves

You get this one:

  • Status Quo: If your Command is secure and your rule unchallenged, at the beginning of the session, roll+Focus. On a 10+, all is well onboard, and you have control equal to your number of Features. On a 7-9, you have 2 control, but choose one Want. Choose additional wants to increase your Control, choosing up to as many Wants as you have ships. On a miss, or if your command is compromised or your rule contested, the shit hits the fan. But, you still have 1 control. The precise values of your want depend on your command.

And choose one more:

  • Leadership: Your command is well armed, with troopers and starfighters to match. When troopers do battle for you or when you engage in a space battle from your command, spend control to choose additional options, one-for-one. Detail the head of your troopers and starfighters.

  • Diplomat: whenever you meet another leader, roll +Focus. On a 10+, pick three; on a 7-9, pick one: they fear you, they want to curry favor with you, they don't covet your command, they have what you presently need.

  • Deputize: when you give another player's character authority over a portion of your command, give them 1-3 of your control and and they gain an extra for free.

  • Lead from the Front: when others follow your lead, they take +1.

  • Eye for Talent: whenever you Read People, you may ask "What will get you to work with me?" for free.

  • Flag Rank: Your command extends to three ships, colonies, or space stations. Detail these, their captains, and choose 1 Feature and 1 Weakness for each. Detail the Captain of your flagship.

  • The Good Life: when you enjoy the amenities of your command in peace, heal 1 harm. You may invite others to join you and enjoy the same benefits.�

Drama Moves - You start with all of these

  • When you die, choose a character you love and give them a gift. The next time they are alone, your gift appears to them, as if you planned for it to be there all along.
  • When you share a moment of intimacy with someone, ask them if you were vulnerable and honest. If yes, then mark experience.

When any track is filled, erase.

If you don’t know what to do then, ask the MC.

Experience

Harm

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Your Command

Your command and your crew (detail them).

By default you command 75 to 150 crew, and a thousand or so souls live or travel onboard.�

Features

Choose 2 that are true, and each PC who lives on your Command also chooses an additional one that is true:

  • You stay in the black through piracy. Want: +Law
  • You stay in the black through collecting protection tribute. Want: +obligation
  • You stay in the black via an onboard manufactory. Want: +idle.
  • You stay in the black via a bustling, widely-known market commons. Want: +strangers.
  • You stay in the black via travellers from system to system.. Want: +strangers.
  • You stay in the black through regular supplies and funding from someone. Want: +obligation
  • You have a famous record, and your crew respects or fears you. Want: +noticed
  • You have an extensive machine shop. Want: +parts
  • You have a well put together sick bay. Want: +sick souls
  • You have an extensive communications array, capable of reaching The Core. Want: +Politics
  • You command 200 to 250 crew, and 10,000 souls live onboard. Want: +Dread
  • Your crew is experienced and you work well together in a crisis. Want: +Judgement

Weaknesses�Choose 2 that are true:

  • Your command owes protection tribute. Want: +reprisals.
  • You serve under the watchful eye of a Noble or Grand Admiral. Want: +orders
  • Your crew are either made up of recruits or bloodthirsty criminals . Want: savagery
  • Your ship is old and should have been retired a long long time ago. Want: +repairs
  • Your base is located in dangerous or contested territory. Want: +reprisals
  • You owe someone dangerous for your posting. Want: +demands
  • Your command is managed by only a skeleton crew; about 50 crew, still a thousand souls onboard. Want: attention

Decide on three NPCs who live and work under your command. Possible Names: Lamprey, Ba, Camo, Toyota and Lits. Decide what each of these do, and write them down.

Work In Your Command Needs Duties

__________________(XO)

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Control Moves - You always have these.

When you claim authority of a command by right or by law, roll+Focus. On a 10+, gain+1 control and add it to your command list. The MC will tell you the wants, crew and population. On a 7-9, gain a control but choose one:

• you make an example of a naysayer

• you recognize and legitimize someone else's authority

• you agree to pursue an objective of the commands residents

On a miss, your claim is met with derision and disdain.

When you exert your authority over a resident of your command, spend control. It counts as manipulating them and hitting the roll with a 10+, no roll required.

When you put out a call for muscle, name your objective, roll+control and then spend a control. On a hit, 10-20 command residents rally to your side as a gang (2-harm gang small green). On a 10+, choose two; on a 7-9, choose one:

• 10 more volunteers (increase size; this option can be picked twice)

• they come well-armed (+harm)

• the volunteers know what they're doing (drop green)

My Command Class Wants Captain Crew

______________(firstship)

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When you mark five XP, erase and choose one of these.

  • Gain +1 Focus
  • Gain +1 Guile
  • Gain +1 Instinct
  • Gain +1 Prowess
  • Get a new move
  • Get a new move
  • Get a new move

After five, you may choose:

  • Get a move from another playbook
  • Get a move from another playbook
  • Gain +1 to a stat
  • Gain +1 to a stat
  • Retire your character from play
  • Switch to a new playbook

A note: This playbooks is at odds with many Star Wars preconceptions. This playbook takes as a given that leaders of starships & fleets can be the heroes. If this isn’t your jam, then don’t use it.