TEXT: The
  Philanthropist
  a tremulus playbook
  Who Are You?
  You have a giving nature, and gain strength 
  through nurturing the endeavors of those 
  around you. Troubled by the state of the 
  world, you have decided to take a more 
  active role in its sorry condition. You use 
  your considerable wealth and kindnesses to 
  make the world a better place, and live by the 
  mantra that helping one helps all. 
  Name
  Brennan McGee, Oliver Wish, Matthew 
  Graves IV, Henrietta Caldwell, Marion 
  Simmons, Annabelle Leighton   
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Fine, rustic, elegant, 
  tailored, simple, or formal.
  faCe: Regal, classic, tanned, smooth, 
  or smug.
  eyes: Friendly, sparkling, shrewd, 
  appraising, or clever.
  build: Slim, graceful, ponderous, 
  stout, or full.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +2 
  Might -2 Luck +2 Affinity +1
  » Reason +1 Passion +1 
  Might -2 Luck +1 Affinity +2
  » Reason +1 Passion +2 
  Might -1 Luck 0 Affinity +1
  » Reason 0 Passion +1 
  Might 0 Luck 0 Affinity +2
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  Cheerful enCouragement:  
  With your well-chosen words, you 
  may 
  roll+affinity instead of 
  roll+trust to help another character. 
  You do not expose yourself to danger or 
  other consequences on a partial success 
  when doing so. 
  giver par exCellenCe:  You had 
  your people buy up several blocks of prime 
  real estate and set up a new charitable 
  foundation in the center of town. You 
  have Roy or Ms. Hildegard who serves 
  as administrator, a staff of a dozen or so 
  locals, and a modest home (large), wherein 
  your butler (Ansel or Byron?) attend to 
  the upkeep. You can use the promise of 
  endowments to Convince NPCs. You have 
  2d6 worth of discretionary Wealth you 
  can direct each month as you see fit.   
  midas touCh:  Anything you touch 
  seems to turn into gold. You gain a +1 
  luck and an additional d6 Wealth per 
  month. Through mere association with 
  you, your friends (trust +1 or better) 
  increase their starting wealth by a d6, and 
  gain an additional amount of Wealth each 
  month equal to their Trust with you (as 
  long as you continue to remain friends).
  titan of industry: You have great 
  resources at your command. Pick an 
  industry. You gain 2d6 Wealth per 
  month from it, and +2 to Convince rolls 
  with others in your field. Once per day, 
  with a successful roll+luCk, you 
  may have your personal assistant (Ashley 
  or Able) acquire nearly anything you can 
  think of (be it outlandish or normal) with 
  the Keeper’s approval. Weird things cannot 
  be procured in this manner. You may only 
  put in a new request if one isn’t outstanding 
  (unless you cancel it, which costs you 1d6 
  Wealth).
  on a 10+, normal requests take a d6 
  hours, outlandish, a d6 days
  on a 7-9, normal requests take a d6 
  days, outlandish, a d6 weeks
  on a 6 or less, your people are 
  handling other affairs. You must wait 
  another d6 days before you can make 
  any further requests, unless you grease the 
  wheels (1d6 Wealth).    
  virtue 
  is its oWn reWard: 
  Whenever you successfully help another 
  character, you gain a point of Lore.
  your lore move is
  benefaCtor: Your goodwill has touched 
  many people’s lives, and they regard you 
  highly for it. You may spend a point of 
  Lore to increase another character’s Trust 
  in you by +1 or to gain a +1ongoing 
  with an NPC. 
  Gear
  you start With:
  » 5d6 Wealth  
  » Trust fund (3d6 Wealth per Month) 
  » A limousine with a driver (Pennyworth).
  » Week’s worth of fine clothing
  » No lore
  and Choose tWo of the 
  folloWing:
  » A matching set of bodyguards
  (Rigel and Nigel), (twins) 
  » Lucky top hat (fine) or ladies’ hat (fine) 
  (+1 affinity when worn)
  » Investor (+1d6 Wealth per month) 
  or vicious rival (increase Reason by +1)
  » Ancestral heirloom (cane or pistol) 
  (+1 might, weird)
  » Family Coat-of-Arms 
  (makes your home safe)
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
SOURCE: textdata/thevault/Tremulus (PbtA)/Playbooks/The Philanthropist - A Tremulus Playbook.pdf