Thanks – I playtested using “ship actions” for a hack and it didn’t work that well. It reduced player / character agency. I switched to having the ship traits give quality or potency to specific actions based on how they were used by a character or cohort (or group action).
Now, I’m playing with the idea of a “Syndicate” playbook – Along the lines of Band of Blades, the players have a board of directors type role, and also an elite reaction team (the character playbooks). So, a scale trait would give a specific number of downtime actions that the syndicate can take and the action ratings are used to actually take that action. So, it might be influencing society or a government to consider a certain action, reaching out through a network of informants to acquire information, developing a technology project, infiltrating an institution, assaulting or sabotaging a rival, etc.
It may also be possible to create playbooks for “division heads” that are all based on how they can use cohorts within their division…
Right now, I’m just playing with ideas for potential use as a secret organization or criminal organization in a modern hack, or as a guild or King’s council crew type in a fantasy hack.