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 Philantrope, you earn XP when you addressed a challenge by supporting people or by putting diplomacy over violence. 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 attributes#

● ●○○ 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. Mediator

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

Friends and foes#

Job Cole, a priest. Perhaps you regularly spent evenings in your favorite bar, or you insulted his gods.

Kaylie Mariner, a technician. Perhaps she regularly lends you her tools, or she lost er job because of you.

Melissa Young, a security expert. Perhaps a provider of tech and knowledge, or the guardian of one of your previous clients.

Roberta, a friendly voice from outside. Perhaps she brings news from new worlds, or she wants to conquer your world.

Sarah Clarke, a pirate. Perhaps the most sympathic pirate, or you once handed her over to local authorities.

Philantrope special abilities#

Care#

Characters obtain +1 healing segment on downtime healing with you as attending physician. You get +1d on Chassis resistance rolls.

You have a good overall understanding of the human body and might know something about suitable tools and pharmaceuticals.

Comfort#

Take aside one crew member to discuss the current situation. You both clear 1 stress.

Play a short scene to point out how you relax the situation for the two of you.

Human Shield#

When you protect a teammate, take +1d to your resistance roll. On a success, the ally takes +1d on any follow-up action. When you gather info to anticipate possible threats, you get +1 effect.

You’re the rock on which your allies lean. The protect teamwork maneuver lets you face a consequence for a teammate. If you choose to resist that consequence, this ability gives you +1d to your resistance roll. Also, when you read a situation to gather information about hidden dangers or potential attackers, you get +1 effect – which means more detailed information.

Mastermind#

You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.

If you protect a teammate, this ability negates or reduces the severity of a consequence or harm that your teammate is facing. You don’t have to be present to use this ability - say how you prepared for this situation in the past. 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.

When you use this ability, tick the special armor box on your playbook sheet. Your special armor is restored at the beginning of downtime.

Intuition#

Spend stress to establish a target’s emotional state, though it must be a reasonable emotion for them to be feeling. You take +1d when you act on that knowledge.

Others are an open book to you.

Mediator#

You gain an additional XP trigger: Name or write down two characters at the beginning of a session. Mark XP if you resolved a conflict between them.

It is not written anywhere that you are not allowed to incite the conflict in the first place.

Surgery#

You can Finesse to manipulate blood, bones or organs. You can Craft to implant technical devices into human bodies. Push yourself to ignore harm during medical operations.

You know how to tinker with xeno/human material

Sway the Crowd#

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, or

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.

Philantrope special items#

Antibiotics or Antivirals: Three doses of instant broad-band medication. Be it antibiotics, immuno supplements or nanites. [0 Load]

Med Scanner (+MedKit): An electronic device to quickly assess the medical state of a subject. Comes together with a medkit. [1 Load]

Stimpack: Patch you can apply directly onto a persons flesh. It will flood the organism with hormones and stimulants to ignore harm. [0 Load]

Calming Pheromones: A vial containing pheromones with a calming effect. You also carry an applicator - an kind of a small gan that allows to spray the pheromones over an area with aggressive persons. [1 Load]

Support Exoskeleton (Fine): Supports your body and steadys your hand for accurate operations. [1 Load]