Philantrope#

Cooperation and mutual support#

Most obstacles for a crew are people. Sometimes even the crew members themselves. Someone has to understand this central issue. How do mind and body work? How can they influence human beings? How can they be protected? Philantropes have the right answers to at least some of these question.

When you play a charity, you earn xp when you address a challenge by supporting people or by putting diplomacy over action. Save the gang boss’s daughter to get access to the secret drug! Calm the mob before starting the revolution! Focus on the people and care for them.

Maybe you have experienced someone just as caring as you are in a time of dire need. Reading the Communist Manifesto or a holy book made you rate human life higher than profits. Or handling human beings was just the way how you got through all the mess.

Starting actions#

● ●○○ Survey

● ○○○ Hide


If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.

Facilitator. Hide +1, Operate +1, Trick +2. Connect

Medic. Finesse +1, Operate +2, Study +1. Care

Priest. Affect +2, Hunt +1, Study +1. Sway the Crowd

Protector. Craft +1, Hide +2, Tolerate +1. Human Shield

Charity’s special abilities#

Care D1#

Everyone in your group (including you) gets +1d on healing treatment rolls. You get +1 maximum stress.

Comfort#

Connected C4#

During downtime, you get +1 result level when you acquire an asset or reduce heat. You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.

Your array of underworld connections can be leveraged to loan assets, to give you a better deal, intimidate witnesses, etc or to gain insight for a job—even when your contacts aren’t aware that they’re helping you.

Divert B1#

You may expend your special armor to create a false lead when you try to avoid being trailed, or to push yourself for a feat of athletics or stealth.

When you use this ability, tick the special armor box on your playbook sheet. If you “resist a consequence” of the appropriate type, you avoid it completely. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress. Your special armor is restored at the beginning of downtime.

Human Shield C1#

When protecting an ally, you get +1d on your resistance roll. Also, you get +1 effect when gathering information regarding dangers.

Mediator#

Surgery A1#

You can Finesse to manipulate blood, bones or organs. You can Craft to implant technical devices into human bodies.

Sway the Crowd#

You can push yourself to do one of the following:

  • gain the immediate attention of a group of people, the position of the subsequent roll cannot become desperate,

When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.

If you perform a feat that verges on the superhuman, you might break a metal weapon with your bare hands, tackle a galloping horse, lift a huge weight, etc. If you engage a small gang on equal footing, you don’t suffer reduced effect due to scale against a small gang (up to six people).

Boss’ Friends, rivals#

TODO: When fluff is added to the playbooks