Professional Documents
Culture Documents
Vidya Bodepudi
Virginia Tapia
WRITERS
GAME DESIGNERS/DEVELOPERS
Kurunandan Jain
ADDITIONAL WRITING
Kasper Luiten
E. G. Quinzel
Stephany Jaiquel
Mike Foster
Douglas Peacocke
COPY EDITOR
Jacob Torgerson
James Robinson
Jeffrey Lee
COMMUNITY MANAGER
ARTISTS
Tyler Ryan
Vukasin Bajic
Yong Yi Lee
Aleksa Bracic
Zabi Hassan
Aleksandra Bilic
Marco Brunelleschi
Dhenzel Obeng
ART DIRECTOR
James Combridge
Hakeem Rafai
Shen Fei
J. R. Barker
LEAD ARTIST
Eduardo Garca
FEATURED ARTIST
Milan Nikolic
Ivan Jovanovic
Anthony Jones
Lukasz Poduch
HONORARY PLAYTESTERS
Sascha Kersten
Camdon Wright
Tom Pibyl
Diego Ro Gimeno
Timothy Claeys
Chad
Kenneth Trombley
Kylee Gilpin
Baradaelin
Eugene Tan
Daniwasd
Nathaniel Ott
Joshua Casey-Rosa
Rodrigo
Adam Klein
Luke Challenger
Ben Bergeron
Svein
Lucas Artist
Frazer Barnard
FEEDBACK HEROES
Tsair
Brandon Manning
EthicalLapse
Orden Novaliega
Hida Fushu
Panda
Mark Niven
Juan Alonso
oddment84
Harrio
Undead_Ichi
Joe Becci
Chadnic
Donovan Derry
Alshaffer
David Vicente
Phill winters
Carlos Gutirrez
Miguel Cobo
Timothy Adan
SPECIAL THANKS
Antroia
Aritz Alava
Caronte77
blaster219
Mark C.
Milos Nikolic
Salvador
Gabe Shultz
Peter Cobcroft
John dAuteuil
Joel
Jacob Thompson
Mike Foster
Eric Oliver
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TABLE OF
CONTENTS:
Components and Introduction
The Characters
18
25
The Upgrades
33
43
The Gear
45
49
52
The Gods
57
The Corvo
65
The Izkal
79
The Humans
93
The Raag
97
The Ravager
103
COMPONENTS
FAITH: The Sci-fi RPG is an RPG that uses boardgame components to ease its use and streamline its gameplay. Find below
a description of the different tokens you will use during your campaigns.
NAME TOKENS
AFFINITY TOKEN
NUMERICAL TOKEN
GOD TOKEN
Use a God token to establish the
God of your character. Each symbol
represents one of the five Gods.
CHARACTER TOKEN
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UPGRADE TOKENS
Use these tokens to establish
the Upgrades your character
has. Each symbol corresponds
to the type of Upgrade.
AMMO TOKEN
Use these tokens to keep track
of how much ammo does a
weapon have at all times.
FOREWORD
FAITH is a roleplaying game. A roleplaying game consists
of two main parts: the narrative, and the mechanical. The
narrative part of the game is where players perform the
roles of their characters alongside a Game Master (GM),
who describes the actions of non-player characters and
the worlds around them. The mechanical part of the game
is a system of rules used to discover the outcomes of
the players actions. The rules serve as a tool to keep the
gameplay realistic and coherent within the universe of the
game.
CORE CONCEPTS
The game of FAITH is based around two main ideas:
poker deck, translating the suits to their respective meanings in FAITH (though it might not look as
beautiful). The playing cards are used to resolve
actions during the game.
For this reason most actions in this game are successful by default. Starting Skills with a value of 0 make
characters more interesting by not allowing them to do
everything well. While the GMs job is to have characters
fail some actions, they should only do it when it is dramatic
and interesting. This creates a streamlined and cinematic
gameplay in which the players will not be checking rules
every time they decide to do something, and at the same
time they must be careful whenever the GM decides to
confront them.
Why Cards?
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We ask our players to get into the role of the person they
have imagined because while it is harder to pretend to be
another person than to use game mechanics to solve social
interactions, we believe that it is far more interesting and
fun. Getting better at it by playing is what keeps bringing us
to the table to get into the skin of a space adventurer or a
deviant hacker.
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THE CHARACTERS
The players who are not the GM play the main characters
of the story. They are in charge of playing the role of the
characters they have created: performing their dialogues,
making the decisions their characters would make, and
playing out the relevant mechanics of the game when
needed, to see if they are successful in their endeavours.
INTRODUCTION
A roleplaying game, in its simplest form, is a collaborative storytelling experience, with players getting into the
role of characters and saying what their characters do in
the universe created by the Game Master (GM).
When playing FAITH, each player controls a character
except for the GM, who narrates the story and plays the
part of all non-player characters (NPCs). Each player will
design his own character, including his backstory, Attributes, Skills and Upgrades.
Before the beginning of the game, decide who will be the
GM.
a journe y begins .
SETTING UP
THE GAME
CARD SUITS
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When they begin the first session, the players and the
GM will shuffle their decks and draw seven cards. Upon
drawing the starting hand, each player can perform a
mulligan, drawing a new hand and shuffling the previous
one back into his deck.
Players can only play or discard cards from their hands,
unless specifically stated otherwise. Therefore, whenever
a rule asks for a player to play or discard a card, he will
have to choose one from his hand of cards and play it or
discard it. It is always be up to the player which card from
his hand he plays or discards.
Players cannot draw or discard cards at will, and they
cannot shuffle or mix previously used cards into the deck.
Whenever a card is played it is placed in the discard pile of
its owner, usually set up next to the deck face up. When the
last card of the deck has been drawn, the discard pile must
be shuffled to set up a new deck.
Players must always follow the rules to play and draw
cards during confrontations. A player may discard a card
only when stated by a rule, and discarding a card will never
trigger effects related to playing cards, such as Proficiency
or Playing with Ambience.
If at any time a player does not have any cards in his
hand, he must draw a card. If that card is drawn during a
confrontation, it cannot be played until that confrontation
has been resolved.
NATURE SUIT
In a poker deck use Clubs.
URBAN SUIT
In a poker deck use Hearts.
Court Cards
Each deck has 12 court cards. They are the three cards
of each suit with a value of 11 or higher. Court cards are
important for achieving critical successes.
ACTIONS
Actions are the things a character can do, from shooting
a weapon to playing piano. All actions are performed using
a Skill that represents the characters knowledge in that
area, and an Attribute that represents his related capacity
(See Attributes and Skills for more details on the specific
uses of each of them).
Any action attempted by a character is automatically
successful for as long as it is a realistic action. If the action
is absurd, such as reading an unknown language or lifting a
200-ton spaceship, the GM must prohibit said action. The
character may appeal, but he must be reminded that offlimit actions can break the gameplay. The GMs judgment
and dissuasive power must lead the gameplay forward.
SPACE SUIT
In a poker deck use Spades.
OS SUIT
In a poker deck use Diamonds.
Logical actions can only be prevented from happening through confrontations. Confrontations are the main
mechanic of FAITH. Actions that are confronted must
have an action value higher than the confronting action to
succeed. Depending on the difference in their values, they
can have different levels of success. An action that is not
confronted will have the level of success that the character
performing it wishes.
Some pieces of equipment and Upgrades have the
keyword action in their descriptions. Those pieces of equipment and Upgrades require the character to dedicate an
action to use them. The Skill that should be used depends
on the specific piece of equipment or Upgrade.
When it is not important to keep track of time, actions
can be chained together one after the other. However,
in situations during which timing is essential, an initiative
round must take place and each character is only allowed
to perform a single action per round unless other special
rules apply.
OPPOSING AN ACTION
In FAITH, actions are automatically successful unless
someone chooses to oppose them, be it another character trying to avoid their effects or the GM determining an
accident or mishap. Such oppositions are resolved through
confrontations.
Generally, characters involved in a confrontation will
have the chance to play a number of cards depending on
Example: Rick and Morty are piloting their spaceship through a ring of asteroids, Rick is piloting and
Morty is using the plasma turret. Their ship is very
easy to manoeuvre, so they gain one advantage. The
GM claims they are about to be hit by an asteroid and
they decide to confront it collaboratively as it will
affect both of them. While Rick will swerve the ship
to the left, Morty will shoot at the left side of the
asteroid to divert its path, increasing the chances
of avoiding the impact. They are both trying to
avoid being hit by the asteroid. The GM agrees that
it is a collaborative action. Rick uses his Link 2 (he is
cortex connected to the ship) and Piloting 2. Morty
uses his Dexterity 3 and Ballistic 5. For this action
they can collaboratively play 3 cards with an initial
action value of 2 and they have 2 advantages (one
from the ship and another one from the collaborative action). The GM can play 3 cards with an initial
value of 0 and has 2 advantages. Every time Rick
and Morty can play a card, either one of them can
play it.
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COLLABORATIVE ACTIONS
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PASSIVE ACTIONS
Instant
ADDITIONAL EFFECTS
Sometimes, characters use pieces of equipment or
Upgrades that can complement their actions or change
their outcomes. These pieces of equipment or Upgrades
have effects that can affect actions in different ways and,
depending on their type, they are resolved differently.
Passive
Passive effects are always in use and they always trigger
when they are applicable. Their use is not optional and they
must be applied if at all possible. All characteristics and
Upgrades are passive unless specified otherwise.
Activated
Activated effects can only be used simultaneously with
an action performed by the character that owns them,
although they still apply if the action fails. Only one activated effect can be used during each action by each character.
If an activated effect has several functions, the character
can decide to use any number of them at the same time.
Sustained
CONFRONTATIONS
Confrontations are the core mechanic of the game. If
an action has a chance of failure, it will likely be resolved
through a confrontation. Confrontations are the only
instance during which characters can play cards.
Confrontations arise when a character declares an
action, and whoever is affected by it declares he wants to
act against it. Alternatively, the GM, representing difficulty
or bad luck, creates a confrontation when she tries to force
the action to fail.
It is not recommended to resolve actions related to
dialogue and deduction by using cards. In these cases, the
best option for a deeper game immersion is to let each
character play his role in order to obtain the information or agreement he needs throughout interaction with
other players and NPCs. In case of not reaching an agreement, these situations can be resolved with a Cunning
confrontation.
CONFRONTATIONS
WITH THE GM
When a character performs an action, the GM can
confront him to try to stop the character from succeeding.
During a confrontation with the GM, she counts as having
the same Attributes and Affinity as the character she is
confronting, and her opposition counts as an action for all
resolution purposes. The GM does not have a Skill value but
she does not receive a disadvantage for it. Additionally, she
always has 2 advantages that can be overcome as normal.
In these situations, the GM acts as bad luck or an accident
happening. If the GM wins the confrontation, the action will
be unsuccessful and it is recommended that she explains
how the action failed. If she scores a critical success, there
can be an interesting or dangerous reason for the failure.
CONFRONTATIONS
BETWEEN CHARACTERS
Skills
All actions relate to a Skill. The Skill value is added to the
action value. Additionally, if the Skill value of a character is
0 he will suffer a disadvantage (-).
DAMAGE
Skill values are reduced by one per damage counter (both
physical and neural) the character has, to a minimum of 0.
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ACTION VALUE
The action value is an actions numerical value. There are
several things that can modify the value of an action and its
final value will affect the outcome of the confrontation and
determine its winner.
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Playing Cards
All actions relate to an Attribute. When a character is
involved in a confrontation he will be able to play up to as
many cards as the value of the Attribute he is using. He will
add the value of those cards to his action value.
The deck of the GM contains the jokers from all the decks
used by the players and herself. A joker card played during a
confrontation turns the last card played by the confronted
character into a card of value 0. If the character had not
played a card yet, it will affect the next card he plays.
INFERIORITY
(ADVANTAGES AND DISADVANTAGES)
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THE JOKERS
OUTCOME
OF A CONFRONTATION
In a confrontation, the action with the higher action value
is considered successful and its confronting action is considered a failure. In case of a tie, all actions fail.
When an action has a value 1 to 4 points higher than its
confronting action, it succeeds without other effects.
Decisive Success
When an action has a value 5 or more points higher than
its confronting action, it achieves a decisive success and it
may have improved effects as described in the relevant
Skill or piece of equipment. Those actions that do not
have an effect described for a decisive success will not be
improved unless the GM finds a fitting effect for them.
Critical Success
When an action has a value 10 or more points higher
than its confronting action and the last card played for it
was a court card, it achieves a critical success. Its effects
are improved as described in the relevant Skill or piece of
equipment, or as the GM sees fit if they are not described
anywhere. The effects of a critical success should be twice
as good as the effects of a regular success.
Failure
Whenever a character fails an action, it is up to the GM
to tell why and how. She can just have the action fail, or
she can have it succeed with complications. However, she
should follow a few guidelines to incorporate failures into
the story.
action.
All the characters that can declare a counterac-
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STEPS
OF A CONFRONTATION
actions.
RESOLVING
MULTIPLE CONFRONTATIONS
If an action affects several characters, such as the explosion of a grenade, all affected characters can confront
that action. Before any cards are played, every character
affected by the action must decide if he will enter the
confrontation. The GM may also be involved in a multiple
confrontation.
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DRAWING CARDS
When a character plays a card, he is subject to drawing
new cards from his deck to his hand. There are two instances when this can happen and if both of them occur
simultaneously only the most beneficial takes place.
Proficiency
Whenever a character plays a card with a value equal
to or less than the Skill he is using during a confrontation,
he immediately draws a card. This represents that the
character is very capable in this area and the low effort
(corresponding to playing a low card) does not tire him out.
Beginning of a Scene
At the beginning of each scene, all players and the GM will
keep their current hand of cards and draw back up to a total
hand of seven cards.
INITIATIVE ROUND
Whenever two or more characters wish to perform an
action simultaneously or in close timing with each other, an
initiative round takes place. Each initiative round represents
the 3 to 5 seconds during which characters rapidly perform
actions to try to outperform each other or to achieve their
own goals.
Each character who wants to perform an action this initiative round plays a card face-down on the table. This is his
initiative card. Initiative cards are played either from their
hand or the top of the deck. A card played as an initiative
card does not trigger effects such as Playing with Ambience
or Proficiency.
All cards are then revealed simultaneously and each
character adds his Initiative to the value of his card. This
determines the initiative order for the characters, from
highest to lowest added total. Each player discards his
initiative card at the beginning of his turn. Characters will
take turns performing a single action each following the
initiative order.
If two characters have the same initiative, the player
characters always act first. If two or more NPCs have the
same initiative it is up to the GM to choose which one goes
first. If two or more players have the same initiative they
can choose who goes first, and if they do not come to an
agreement they must each tell the action they wish to
perform to the GM and she will determine who gets to act
first.
During an initiative round a character might be able
to perform more than one action, especially when he is
affected by the actions of several characters. Regardless
of how many actions a character ends up performing, the
total number of cards he can play for actions associated to
the same Attribute can never exceed that Attribute unless
specified otherwise by another effect.
REACTING
Whenever a character is affected by an action, he can
confront it following the rules for confrontations between
characters. If this happens before his turn in the initiative
order, he loses his turn for that round. A character can
confront more than one action each round and that will not
cause him to lose any additional turns.
WAITING
A character can always choose to wait until the next
character with the highest result in the initiative order has
taken his action before taking his own action; he can do this
several times letting any number of characters go first. If
all characters choose to wait, they keep their cards for the
next initiative round. The only consequence is the passing
of time.
MAINTENANCE PHASE
After all characters have taken their turns and all actions
have been resolved there is a maintenance phase. During
the maintenance phase, effects such as damage recovery
are resolved.
lowest added total. In case of a tie, player characters will always go first, followed by the NPCs
in the order of the GMs choosing. In case of a tie
between player characters, they must come to an
agreement or tell their actions in secret to the GM,
who will determine who goes first.
The first character of the initiative order has his
not had his turn yet takes his turn. Any confrontations that arise are resolved as usual. Repeat this
step until there are no more characters left in the
initiative order.
The maintenance phase takes place and all
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STEPS
OF AN INITIATIVE ROUND
If there are no initiative rounds taking place the maintenance phase is performed as often as the GM determines,
keeping in mind that an initiative round usually takes place
in around 3 to 5 seconds.
we need to talk .
THE CHARACTERS
Characters have Attributes (usually ranging from 1 to 3)
that represent their general capacities and establish the
amount of cards the players can use during confrontations;
and Skills (ranging from 0 to 9) that represent their specific
skillsets and are added to their actions values. Additionally characters may have Upgrades that represent remarkable features like a cortex connector or a Divine Upgrade
granted by one of the Gods.
However, characters are much more than a bunch of
numbers that tell how good they are at something. A key
part of character creation is coming up with the character
concept. A character concept tells us about who you want
your character to be. It can be a concept that you have been
toying around with for a long time, a good idea that just
came to you, or a character inspired by a story you enjoy basically anything you want.
CREATING A CHARACTER
You should talk to the other players and the GM about the
kind of character you would like to play and what kind of
story you are going to be part of. This will help you decide
the type of character you want to create. Reading the description of each species and the story of the universe of
FAITH can be really useful when making these decisions. If
you want to learn about the game just by playing it, just pick
the species you visually like the most and go with it. Once
you have made up your mind, follow these steps:
Choose the species of your character and the gender.
Pick up the relevant character image and place it on your
character board.
Choose one of the four suits to be the Affinity of your
character. Pick up the corresponding token and place it on
ADVANCED CHARACTERS
If you want to play with an advanced character you can
use these rules that will let you create a character with the
experience of around 12-15 sessions of play.
Skills: Set one Skill at 7, another at 6, two at 5, two at 3,
three at 1 and the last three at 0.
Attributes and Upgrades: distribute 24 points of experience according to the costs found in Gaining Experience.
GAINING EXPERIENCE
During gameplay, characters will learn and change. The
story will shape their personalities and their actions will
teach them new Skills or improve those they already had.
Each time a major milestone of the story is reached or
the characters have had a significant opportunity to learn
and improve their abilities, the GM may decide to grant them
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The Characters
Have all players say out loud what they think each characters best moment was since they last gained any experience, and have them recommend the Skill they think should
be rewarded. It is good to remember all the adventures the
characters have gone through. The GM will select one of
the recommendations of the players or her own, and the
character will be able to add one point to that Skill.
The Characters
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PHYSICAL DAMAGE
Bleeding Out
NEURAL DAMAGE
Neural damage can be inflicted by means such as concussions, Divine Upgrades, viruses, link attacks, neural
weapons, etc. Each counter of neural damage counts as -1
to the neural health of a character. While in normal health
state, one neural damage counter can be discarded during
each maintenance phase (or 3 to 5 seconds of in-game
time) unless the character has received neural damage that
round.
ARMOUR
Characters may have means of reducing the damage they
suffer. Some pieces of equipment (or other effects) provide
their users (or the equipment itself) with a value of armour.
Whenever the character or piece of equipment is about to
receive physical or neural damage from an external source,
he or it can ignore a number of counters equal to its armour.
HEALTH STATES
Depending on the amount of damage a character has
suffered, he can be in three different health states or even
dead.
Normal
The health state of a character is normal for as long as he
is not affected by any of the following states.
Dying
If a character is bleeding out and traumatised at the
same time, he dies automatically. If at the end of a scene
a character is bleeding out and he has not received medical
attention from a First Aid action, he dies. Additionally, if he
takes any further physical damage from an external source
while bleeding out, he dies.
A character can also die of starvation, exposure to the
vacuum of space, drowning, excessive mutilation, etc. The
effects of these possibilities are left to the GM to determine.
SPECIES TRAITS
Each species of playable characters have unique traits
that make them different from each other. The different
species should be played differently on a roleplaying level,
but they also have special rules to help players distinguish
between them more clearly.
CORVO
The Corvo are a highly technological
species; they are very independent
and very capable. Their appearance and
physiology resembles those of insects and
they are well adapted to life in space.
Technological
All corvo characters start the game with a cortex connector Upgrade. This Upgrade does not count as one of the
Tech Upgrades a character can have and it does not occupy
an Upgrade slot.
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The Characters
ACS DAMAGE
Traumatised
Tail Reflex
A corvo character can use his tail to connect a device to
his cortex connector. If the device is about to receive ACS
damage due to a Hacking action, it will be disconnected
instead. It takes one action to connect it again.
Spaceborn
All corvo characters have one advantage when they
perform an action using EVA, if their Affinity is Space.
Attribute Limits
The Characters
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IZKAL
The Izkal are a very social, very proud,
and very efficient species. They are the
descendants of an ancient species of
aquatic mammals that have adapted to life
on solid ground.
Hyperlink
The Izkal have developed biological changes in their
brains that allow them to communicate with each other and
blend into a single mind. Every izkal character can engage
in a hyperlink with up to 5 other izkal characters in a 30
metre radius. Engaging or leaving a hyperlink is activated.
The members of a hyperlink can reject another character
trying to join it.
Aquatic
All izkal characters innately know how to swim, even if
they have never done it before. Izkal characters always
have one advantage while swimming or diving. Additionally,
they can hold their breaths up to 8 minutes per Constitution
point while acting normally or twice as long if they stay
still.
Attribute Limits
Izkal are first and foremost social beings, and they are
not as technologically advanced as corvo. Additionally, as a
species that originated from the water, their bodies are not
built for land life. Their Link and Constitution Attributes are
limited to a maximum value of 2 each.
HUMAN
Humans are remarkably adaptable. Although
not as powerful as the Izkal or the Corvo,
many humans are highly valued workers
and mercenaries and their endurance is
unrivalled.
Resourceful
Voidwalkers
Some izkal suffer traumatic events so unbearable that
they can no longer share their minds with their kin. They
Endurance
Attribute Limits
Although they are one of the best physically suited intelligent species of the Universe, their societies were not able
to develop as fully as some of the other species. Their Link
and Mind Attributes are limited to a maximum value of 2
each.
RAAG
The Raag are a primitive species, very tough
and aggressive. They are mammals that are
well adapted to life in cold weather and they
form tight-knit clans to survive the constant
menace of conquest or extinction.
Old Bones
Raag have a very primitive and tough bone structure.
They can ignore the modifiers of up to two physical damage
counters, and they can predict when a storm is coming.
Titans
With an impressive build, this species surpasses most
other intelligent species in size. All raag characters have
two additional points of physical health. Additionally, they
have one advantage towards all Constitution actions.
GENETIC EXPRESSION
Action. A ravager can change any of his Bio Upgrades for
All ravager can have up to 2 Bio Upgrades per Constitution point but only one Tech Upgrade in total, regardless of
their Link.
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RAVAGER
The Characters
Attribute Limits
any other Bio Upgrade, even more than one at once. The
total cost in experience points of the new Upgrades cannot
be higher than the total cost of the previous Upgrades,
unless the character spends additional experience points
to do so. Any experience points not spent during the transition are lost. The transition takes a few minutes for each
experience point of the Upgrades changed.
HIVE MIND
Ravager use natural LinkWaves for communication;
allowing them to communicate with other ravager up to
100 metres away.
As a side effect, hackers can disturb their LinkWave flow,
making ravager hackable, as if their minds were a device.
When hacked, a ravager will fail their current action, or
suffer a disadvantage towards their next action (if there is
no action to fail).
Ironskin
The Characters
Infiltrator
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species. He has the same species and is genetically identical to any other specimen of that species. He will have the
species traits of the species the player has chosen to play
and the ravager trait Genetic expression.
IRON SKIN
An ironskin has a base armour value of 2 that cannot be
reduced or ignored by any means.
CHARGE
A running action performed by an ironskin will be considered passive if it is not confronted. Additionally, if he
performs a CQC action in the same turn, he will gain an
advantage towards it.
VICIOUS ATTACKS
Ironskins deal 2 additional damage in CQC actions
and always have one additional advantage towards CQC
actions. Additionally, they gain another advantage when
they perform grappling actions.
ATTRIBUTE LIMITS
Ironskins are made for crushing enemies, but their
strength comes at a cost in swiftness and intelligence. Their
Agility, Mind and Link Attributes are limited to a maximum
value of 2.
Lurching Horror
The lurching horror is a ravager that is slick, gooey, and
much more dangerous than it looks.
BLADE FURY
A lurching horror always gains 2 advantages towards
CQC actions. He can attack 2 targets in CQC simultaneously,
or focus his attacks on a single target, gaining a third additional advantage.
NANO HOOKS
ATTRIBUTE LIMITS
Being composed of many small creatures has its advantages, but coordination and speed are not among them. The
Agility and Dexterity Attributes of a swarmer are limited to
a maximum value of 2.
ATTRIBUTE LIMIT
Lurching horrors have no Attribute limits.
Swarmer
The swarmer is a unique type of ravager. It is not actually
a creature, but instead a group of hundreds of smaller
creatures that bond together to form a collective mind.
The creatures not capable of thinking by themselves, but
together they create a formidable being that is capable of
sacrificing parts of itself without hesitation, if the need
arises.
DEVOURER
The swarmers discard one physical damage counter per
turn. Additionally, they can perform an action to devour a
dead character and discard 3 physical damage counters.
NEURAL RIG
The brain of a techno is very similar to an organic
computer. It has LinkWave 50, Firewall 8 (3), energy 3 and
it counts as if it was cortex connected. Additionally, the
Techno has one cortex connector Upgrade that does not
use an Upgrade slot.
NEURAL SACRIFICE
Activated. The techno can choose to receive two points
of neural damage and gain one advantage towards a
Hacking action.
ATTRIBUTE LIMITS
The techno have very well developed brains, but their
bodies are just a weak frame. Their Constitution and Agility
Attributes are limited to a maximum value of 2.
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The Characters
BOIT SWARM
Techno
ATTRIBUTES
The Attributes of a character represent his capability
to act and ability to put effort into actions. Some actions
might relate to more than one Attribute and other actions
can relate to different Attributes in different situations.
Players can argue which Attribute should be used for an
action but the GM will always have the final word on such
matters.
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25
AGILITY
Agility represents the nimbleness of a character: his
ability to move quickly and precisely. It should be used
for actions involving movement of the body, such as
dodging gunfire, climbing a wall, or trying to outrun other
characters.
CONSTITUTION
Constitution represents the physical endurance and
strength of a character. Constitution should be used in
actions that test the strength or endurance of a character,
like lifting heavy weights or running very long distances.
The physical health of a character is equal to twice his
Constitution, and he can have as many Bio Upgrades as his
Constitution.
DEXTERITY
Dexterity represents the fine motor ability of a character. It should be used for actions involving manipulating
things with the hands, such as carefully manipulating gear
or equipment, aiming and recharging weapons, or driving a
motorbike through dense traffic.
LINK
Link represents the ability of a character to understand
and interact with technology. It is used whenever a character performs an action involving computers, networks,
electronic devices or even digitally controlled spaceships
or other similarly controlled vehicles.
A character can have as many Tech Upgrades as his Link.
MIND
Mind represents a characters intelligence and ability to
concentrate, as well as his ability to perceive details and
patterns. It is used when recalling memories, diagnosing
illnesses, designing machines, or deciphering codes.
The neural health of a character is equal to twice his Mind.
He speaks fluently in as many languages as his Mind, and he
can understand a little bit of as many additional languages
as his Mind.
FAITH
Faith defines the ability of a character to connect or communicate with the Gods. It represents the characters true
SKILLS
The Skills of a character represent his capabilities of
a specific skillset. Skills range from 0 to 9. A character
with a high value in a Skill is very capable in that area, and
a character with a low value only has a rough knowledge
of the subject. However, the biggest difference in Skill lies
between the values 0 and 1. A character with a Skill of 0
has no clue about how to behave in actions related to that
specific Skill.
Each Skill can be used for different things, and the Attribute that relates to it is not necessarily the same every
time. Characters will have to select the most fitting Skill
and Attribute for each action.
Ballistic actions
All ballistic actions need to be performed with a ballistic
weapon of any kind.
SHOOTING
When performing this action, characters have to declare
their target and the weapon they are using before anything
else. If the weapon has a magazine value, the character
must discard the top ammunition token from its pile. If the
action is successful, apply the effects of the type of ammunition used to the target of the action.
RELOADING
A weapon with a magazine value but no ammunition
tokens on it cannot be shot until it is reloaded. To reload,
characters must discard all the ammunition tokens left
in their weapon and set a new pile of ammunition tokens.
SUPPRESSIVE FIRE
When performing this action, characters declare a small
area like a door or a window as a target. A suppressive fire
action spends the top ammunition token of the weapon
used and allows the character to confront any action made
by other characters in that area with a Shooting action in
later initiative rounds, until he performs a different action
or chooses a target outside that area for a Shooting action.
Damage
When a Shooting action is successful, the target of the
action, and all characters in the area of effect if there is
one, will suffer the damage specified by the weapon - taking
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BALLISTIC
AIMING
27
CQC actions
When using the CQC Skill, characters have to choose one
of two different CQC actions.
faith rulebook
HITTING
Using Dexterity, the character employs martial arts
knowledge to hit and deflect attacks. A successful Hitting
action causes damage to its target.
GRAPPLING
HACKING
Almost always used with Link when using
software, or with Mind when figuring out
possibilities or implications.
Hacking allows characters to disable or gain control over
hackable devices and to stop other hackers from affecting
their own devices. All devices with Firewall are considered
hackable. Other devices, especially electronic and digital
devices, might be hackable if determined so by the GM.
In all Hacking actions the character attempting the action
is called the hacker and the device targeted by the action is
called the target. To perform a Hacking action the hacker
needs to be using a computer or rig and its target needs to
be in hacking range. A device is in hacking range if:
It is physically connected to the rig or computer.
It is being directly manipulated by the hacker.
Using Agility, the character employs speed and flexibility to grapple his opponent. A successful Grappling action
allows the character to get a hold over an opponent or get
rid of the hold of an opponent.
While one character has a hold over the other, both characters have to use Constitution instead of Dexterity for
Hitting actions.
DAMAGE
A character must choose to cause either neural or
physical damage before declaring a CQC action without a
weapon. Choosing to do neural damage represents the
attacker trying to knock out his
Firewall
Most hackable devices are protected by some form of
software. The Firewall (FW) of a device confronts any
Hacking action against it, with an action value equal to its
FW value plus the value of cards played. A Firewall plays
as many cards as indicated on the device, on the FW icon, or
as many as the GM determines otherwise.
The Firewall of a device that belongs to a character plays
cards from the top of its owners deck.
Whenever a Firewall wins a confrontation, the rig of the
attacking hacker suffers one point of ACS damage per card
played by the Firewall. If the Firewall achieves a decisive
success, it will cause one more point of ACS damage, and
if it achieves a critical success it will cause double the base
damage.
Hacking Actions
All Hacking actions are automatically confronted by
the Firewall (FW) of their target in addition to any other
possible confrontations by characters. A character can
only confront Hacking actions if he is capable of Hacking.
SYSTEMS CORRUPTION
A successful Systems Corruption action causes its target
as much ACS damage as specified by the rig used in the
action. A decisive success causes one additional point of
ACS damage and a critical success causes double the base
damage.
SNIFFING
A successful Sniffing action will allow the hacker to read
all the data stored on his target, be it code, video, audio,
or any other type of information, including passwords
and access codes. Sniffing can also be used to extract
FORMATTING
Formatting a device gets rid of the effects of a hacking
attack upon it. Additionally, all the information stored in it
is lost. A Formatting action can be confronted by a hacker
that has taken control over the device if it remains within
his hacking range.
PILOTING
Most often used with Dexterity when piloting
vehicles that require physical input (such
as those with a steering wheel), or with Link
when using cortex connected or computer
driven vehicles.
Piloting allows characters to drive or fly all kinds of
vehicles, from motorbikes to space freighters. The GM can
grant disadvantages to characters using vehicles that are
especially difficult to operate, or advantages to characters
that are very familiar or well trained with specific vehicles
as she sees fit.
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LinkWave
CUNNING
Most often used with Agility when hiding or
being quiet, or with Mind when used to lie or
find out a lie.
Cunning represents a characters ability to hide, move
silently or don a disguise.
Cunning Actions
HIDING
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29
for
how
to
find
Hiding
DECEPTION
SEARCHING
Passive action (A character can perform a passive action
in the same turn he performs another action. A character
performing a passive action during a confrontation can
choose to play cards from the top of his deck and/or from
his hand.)
Characters can perform a Searching action in three
instances:
They are actively searching for a character
SURVIVAL
Most often used with Mind
when analysing a situation, or
Dexterity when crafting things
or gathering supplies.
INITIATIVE
Most often used with Agility for full body
movement, or Dexterity for more precise
motions, such as with ones hands.
Initiative represents a characters reflexes and ability to
move quickly in decisive moments. It is used during initiative
rounds to determine the initiative order, and it is also the
Skill used when characters attempt to do something that
does not require specialized training, but instead requires
speed and fast reflexes.
DODGING
When attempting to dodge, characters can try to move
on their feet, drop down to the floor, or even dive jump.
Dodging can be used to avoid being shot, to move outside
the range of an explosion, to get out of a close combat
situation, or other similar things. When a character fails a
Dodging action and takes damage, his movement is halted
and he may choose to fall down to the floor.
ATHLETIC
Most often used with Agility when performing
short efforts, or Constitution performing
long actions.
Athletic Actions
MOVING
Characters are not required to dedicate an action to
move and they can do so while performing most actions.
The normal distance a character can move in one turn is
2.5 metres.
THROWING
Characters can throw almost anything they can lift.
Throwing actions are resolved like Shooting actions.
However, it will be the task of the GM to determine whether
Medical Actions
In all Medical actions, the character targeted by the
action is called the patient and the character performing the action is called the doctor.
The wound confronts the action as an NPC with
an initial action value of 0 plus the value of cards
played from the top of the GMs deck. A card is
played for every point of negative health of the
patient.
FIRST AID
First Aid can be used on patients who
are bleeding out to contain their wounds. It
does not require any specialized gear, but
the doctor will suffer a disadvantage if he
has no medical supplies at all.
A successful First Aid action stops a patient
from dying at the end of the scene due to
bleeding out. This effect is lost if the
patient suffers additional damage or
experiences severe disturbances
before
receiving
proper
medical attention. If the
patient is still bleeding out by the end of the next
scene, he will die, and further First Aid actions
will not have any effect over him.
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RUNNING
MEDICAL
SURGERY
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31
TECHNICAL
Most often used with Mind when diagnosing
or repairing something, or Dexterity when
performing a delicate task with small parts.
Technical Skills are used when repairing machines,
robots, vehicles and other technological devices; it represents an understanding of how to use unknown technology
, how to control robots, or how to adjust suits. It is up to the
GM to decide the time required for each Technical action,
taking into consideration the tools at hand, the pieces available, the difficulty of the task, etc. A critical success can
see the effects of the action improved or the length of the
action reduced, as determined by the GM.
Technical Actions
In all Technical actions, the character performing the
action is called the technician and the machine or device
targeted by the action is called the target.
REPAIRING
Repairing can be used on a damaged target to remove
any type of damage from it. A successful Repairing action
removes all damage of one type from its target.
The damages confront the action as an NPC with an initial
action value of 0 plus the value of cards played from the
top of the GMs deck. A card is played for every damage
counter of the type being repaired on the target If the
target is very badly damaged or the technician is using
scrapped parts, the GM may grant disadvantages to the
technician. However, she can also grant advantages if the
technician has the blueprints of the target, an appropriate tool, or just the right set of spare parts. Additionally,
she can establish that something is impossible to repair.
Sometimes a machine is just too damaged or it needs very
specific components to be repaired.
OPERATING ROBOTS
Robots can be issued commands by their technician
controllers. A technician can control as many robots as his
Link with a single action. When a robot receives a command,
it will do anything in its power to obey it until the task is
completed or the robot is destroyed.
Operating robots requires a device with LinkWave, a radio
signal, or a network, although they can be programmed
to obey vocal commands. The robots must be within the
technicians range to receive commands, or they must be in
appropriate conditions to process vocal commands.
EXTRAVEHICULAR ACTIVITY
(EVA)
Most often used with Agility to move, or
Constitution while in free fall or 0-G.
Extravehicular Activity (EVA) is the skill used to perform
physical actions in 0-G environments such as spaceships,
or situations where characters are in free fall like parachute jumping. It replaces Athletic in 0-G. EVA allows characters to move the same distances Athletic does, but in 0-G
PROFESSION
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THE UPGRADES
The Upgrades
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33
BIO UPGRADES
The Bio Upgrades are mutations and organic body modifications that can be integrated into the organism of the
character. A character can have as many Bio Upgrades as
his Constitution. Injecting a Bio Upgrade is a Medical action.
BEAUTY GENE
3 points. Ravager cannot choose this upgrade. The
character has been born with a remarkable charisma and
beauty for his species standards. Additionally, he is made
to enjoy and give physical pleasure: his erogenous zones
are enhanced, he excretes powerful pheromones that stimulate those around him, and his metabolism is extremely
clean - perspiration, defecation and urination are minimal
and odourless. This Upgrade costs 1 experience point less if
chosen during character creation.
The character gains an advantage for Cunning actions
related to social interactions performed in person or, if
the GM approves it, through video. He gains an additional
advantage when dealing with people who could be sexually
attracted to the gender and species of the character; but
he suffers a disadvantage against those who, for personal
or moral reasons, might despise people like him (e.g. pronature followers).
BIOPOLYMER
2 points. Ravager only. The character has a base armour
of 1, and any additional armour is added to it.
CHAMELEONIC BRAIN
3 points. Action. The character can change his affinity to
an affinity of his choice by discarding a court card.
DNA REGENERATION
4 points. The characters life expectancy is three times
the life expectancy of his species, aging four to five times
slower. Additionally, the character is less subject to mutations and gene related illnesses. This Upgrade costs 2
experience points less if chosen during character creation.
ECHOLOCATION
2 points. The character can emit ultrasounds to get an
accurate picture of his environment from the return echoes.
His ears are highly sensitive to ultrasounds. Additionally, he
always gains an advantage for Searching actions and he
never suffers any disadvantages for being in the dark.
EIDETIC MEMORY
2 points. The character remembers everything to
whatever he paid attention. He might ask the GM for reminders of any information given to him.
Additionally, damage does not reduce his Skills during
actions using Mind or Link.
ENDOCRINE CONTROL
3 points. The character draws a card every time he
receives any amount of physical damage from an external
source.
Additionally, the character ignores half his physical
damage counters rounded down when calculating the value
of his Skills.
FEATURE CHANGE
NANO HOOKS
HETEROTHERMY
2 points. The heat signature of the character will blend
with the environment and will be indistinguishable from it.
HORRIFYING
IMPROVED BUILD
2 points. The maximum value of one of the characters
Attributes is changed to 3 (up from the normal limit of 2).
He still has to use experience points to increase the Attribute as usual. This Upgrade cannot be removed once the
chosen Attribute has a value of 3.
INSOMNIAC
2 points. The character cannot sleep and does not suffer
any consequences from the lack of sleep. However, he still
needs periods of both mental and physical rest, during
which he can keep watch or perform simple tasks.
MIMETISM
2 points. Ravager only. The character receives one advantage towards a Hiding action in an adequate place. Characters further than 50 metres away from him suffer one
disadvantage towards all their actions against him if they
require line of sight.
PHAGOCYTER
1 point. The character can eat anything organic, easily
digesting bones, tendons, etc. Additionally, he cannot be
affected by diseases of any kind. He can also choose not to
be affected by a drug or poison.
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The Upgrades
NEURAL RECOVERY
POWERED REFLEXES
UNGODLY RESILIENCE
SUPER ELASTICITY
The Upgrades
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35
TISSUE REGENERATION
4 points. Passive. The character can discard one physical
damage counter every hour if he is not bleeding out. Additionally, the character can grow back one entire severed
limb in one month.
TECH UPGRADES
The Tech Upgrades are pieces of gear that can be attached
to the body of the character. A character can have as many
Tech Upgrades as his Link. Removed Tech Upgrades can be
kept for later use, or can be installed in another character
that spends an experience point. Creating a Tech Upgrade is
a Technical action and installing or removing it is a Medical
action.
ADAPTABLE BREATHER
2 points. The character can breathe in any environment
that contains oxygen, regardless how low its oxygen levels
are, and even under liquids. Additionally, he can ignore the
effects of any strange substances in the air he breathes,
from toxins to carcinogenic smoke, etc.
ATOMIC BALANCE
2 points. The character is always balanced (at least on
an awareness level) allowing him to not suffer any consequences of disorientation from falls, 0-G movements,
explosions, waves, etc. The character has a strong sense of
direction and can always tell where the North is on planets
with electromagnetic fields and he gains an advantage
when reading maps and retracing a path.
Additionally, the character can ignore half his neural
damage penalties rounded down.
BIO SENSOR
4 points. The character has an array of implants that
monitors the medical status of those around him in a 10
metre radius. This includes information such as heart rate,
blood pressure, temperature and neural activity. It can be
programmed to wake the character in the circumstances
of his choosing.
BIONIC ARM
2 points. Action. The character has replaced one of his
arms with a bionic limb. It looks organic but it can transform
into another device. When he has the Upgrade installed,
the character must choose between a very easy to hide
weapon, a CQC weapon, a omnitool or a surgery kit. The
BLOODSTREAM AI
2 points. The character has a partial AI hosted in
nanobots in his bloodstream. The AI has LinkWave 20 and it
can connect to any network within its range. It will feed the
character with information from the network. He will constantly receive all the information available in the network
regarding electronic items, businesses, and people with an
online presence, so long as it is within his LinkWave range.
CORTEX CONNECTOR
IMPLANTED PROCESSOR
4 points. The character has a rig implanted in his brain
with a physical connection in his skull. It works as if it was
cortex connected. When installing this Upgrade, the character must choose between any of his readily available rigs to
be the Implanted Processor. This does not show externally.
Additionally, the implanted processor allows its user
to instantly read and understand all data found online or
downloaded to the rig, and to perform calculations as fast
as any other computer. The character can send and receive
radio signals with his brain up to a thousand kilometres
away.
EDITED MEMORIES
0 points. A character with this Upgrade starts with 2 additional points in his Profession Skill, or more as determined
by the GM.
The character has had some memories removed by cognitive neuroscience. There is a whole period of his life he
does not remember, determined by the GM. This is a routine
process performed on freelancers, people who agree to a
NANOSKIN
2 points. The character can be exposed to a vacuum
and pressures of up to 10 atmospheres (atm) without
suffering negative effects.
OPTICAL DISRUPTOR
1 point. Activated. The character appears as a blurry
form to all detection devices (cameras, scopes, recognition
systems, infrared visors, etc). The only way of recognising the character with cameras or sensors is by employing powerful processors to analyse the recorded data.
Additionally, all other characters attempting to target the
owner of this Upgrade will receive one disadvantage if they
are not observing him with their naked eyes.
SHIELDED SKULL
3 points. The Firewalls of all cortex connected devices
belonging to the character (or the character himself if he
is a Ravager) have one advantage against Hacking attacks
through LinkWave.
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DIVINE UPGRADES
The Divine Upgrades are powers granted by the Gods.
They often allow characters to perform incredible tasks,
but they come at a price: the character needs to follow
the commandments of his God and will often suffer the
consequences of employing a supernatural power. A character can have as many Divine Upgrades as his Faith. Divine
Upgrades can have different levels: I, II and III. Characters
can only use the levels that are less than or equal to their
Faith.
The Upgrades
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37
KALIVA
Extended Awareness
The soulbender is guarded by Kaliva and is almost impossible to surprise. He can always confront actions made
against him, as long as they are performed by characters
with a Faith Attribute less than or equal to his own. This
is true even if he is asleep or unaware; he realizes what is
happening just before events actually occur, giving him a
chance to react accordingly. Whenever this ability triggers,
the soulbender takes one point of neural damage.
Phantom
Sustained. Suffer any amount of neural damage.
Phantom affects all characters around the soulbender
with Mind less than or equal to the neural damage he
suffered to use this power.
I - The soulbender does not draw the attention of anyone
around him unless he is directly attacking them.
Greed
Instant. At any point, the soulbender can set aside up
to as many cards from his hand as his Faith. This does not
trigger any effects such as Playing with Ambience or Profi-
Soulhunt
Natural Selection
Whenever the soulbender confronts a character with a
Skill with a lower value than the Skill he is using, the soulbender receives one advantage (The GM is considered to
have a Skill value of 0).
VEXAL
Gravity Shift
Sustained. Suffer two neural damage.
The soulbender pulls himself towards another surface
that is significantly bigger than him and up to 20 metres
away.
The character will fall towards that surface, but he
will also have control over his motion and will not suffer
damage from it regardless of the speed.
I - The soulbender gains one advantage towards this
action.
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Planeswalker
Sustained (Athletics/EVA). Suffer three neural damage.
The soulbender can move up to 2.5 metres per turn
through any solid surface as if it was not there. The character needs to establish contact with whatever he is going
to move through before moving. This means that this Divine
Upgrade cannot be used on things that suddenly come
into contact with the character (such as letting bullets go
through the body without harm).
The soulbender cannot carry anything outside his body
while using this Upgrade, including gear or clothes. He can
have Upgrades of any type.
The consequences of getting stuck in the middle of something will be determined by the GM, taking into consideration the consistency of the material and the Constitution of
the character.
The Upgrades
Psychometry
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39
Telekinesis
Action (Athletics/EVA). Suffer one neural damage.
I - The soulbender can move inanimate objects up to 10
metres away as if he was holding them. He can lift up to his
normal carrying weight.
II - The soulbender can move inanimate objects up to 20
metres away as if he was holding them. He can lift up to his
normal carrying weight
III - The soulbender can move inanimate objects up to 20
metres away as if he was holding them. He can lift up to
double his normal carrying weight.
Unyielding Resolve
Instant.
I - Suffer one neural damage. The soulbender can ignore
all Skill penalties caused by physical damage until the end
of the round.
II - Suffer one physical damage. The soulbender can
discard two neural damage counters.
III - Suffer one physical damage. The soulbender can play
one additional card during his current action.
HEXIA
Altered Reality
Action (Initiative). Suffer one neural damage.
The soulbender can teleport in a straight and unobstructed line.
I - The soulbender can teleport up to 10 metres away.
II - The soulbender can teleport up to 20 metres away, or
teleport up to 10 metres away with one advantage towards
this action.
III - The soulbender can teleport up to 30 metres away,
teleport up to 20 metres away with one advantage, or
teleport up to 10 metres away with two advantages
towards this action.
Fragmented Reality
Sustained (Cunning). Suffer any amount of neural
damage.
The soulbender creates the sensorial illusion of an object
to all of those that can perceive it. The illusion can occupy
an area of up to one square metre in any shape (big enough
to cover a person completely) per point of neural damage
taken to create it. Other characters might detect the
illusion with a Searching action. The illusion cannot cause
direct harm.
I - The illusion only affects the sense of sight.
II - The illusion affects the senses of sight, hearing and
smell.
III - The illusion affects all senses, including taste, touch,
temperature, kinaesthesia, balance, vibration, etc, making
it real for those sensing it. Characters trying to detect it
with a Searching action suffer a disadvantage.
Future Sight
Time Warp
I - Activated. Suffer one neural damage. The soulbender
receives one advantage towards an Agility action.
II - Sustained. Suffer one neural damage. The soulbender
receives one advantage towards all Agility actions.
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Hidden Truth
Sustained. Suffer two neural damage.
The soulbender can read the emotions of other characters with Mind less than or equal to his Faith in a radius of 5
metres, without them noticing.
I - The soulbender can read basic emotions, such as
anger, fear or happiness, but not thoughts. For example,
if someone is lying to him, he may read nervousness or
elation, but he wont know for certain if what he is hearing
is the truth.
II - The soulbender can read basic emotions, and he
will immediately detect holograms, illusions, and stealth
devices. He is not affected by the characteristics of stealth
devices. Additionally, he will be able to perceive tiny details
that would elude most people.
III - In addition to II, the soulbender can read memories.
If the Mind of the target is equal to the Faith of the soulbender, the target will notice. Each second he spends in
ERGON
Vortex
Action (Initiative). Suffer one neural damage per portal.
The soulbender can open up to two portals by throwing
balls of energy from the palm of his hand to a point in
space. Opening a third portal requires closing one of the
others. The portals have a diameter of 2 metres. All forms
of matter and energy can travel from one to the other and
vice versa. Characters can see clearly through them, and if
only one is open, it looks like a ring made of light.
Telepathy
LEDGER
Death of Faith
Sustained. Suffer two neural damage.
The soulbender can choose a character in his line of sight
with Faith less than or equal to his own. That character
cannot use any Divine Upgrades granted by his God for as
long as this effect is active.
Madness
Sustained. Suffer two neural damage.
The Upgrades
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41
Judgment
Instant. Suffer two neural damage.
The soulbender can pick any character in his line of
sight that has just played a card. The soulbender discards
as many cards as his Faith from the top of his deck and
replaces the value of the played card with the value of any
one of the cards he has discarded.
Divine Shield
Sustained. Suffer two neural damage.
The soulbender chooses a character in his line of sight. He
can prevent that character from receiving as many damage
counters of any type per initiative round as his Faith.
Overload
Action (Initiative). Suffer two neural damage.
Everything in a radius of 5 metres from the soulbender
receives two times his Faith in ACS damage counters.
All characters with Faith less than or equal to the soulbender in a 10 metre radius from him are affected, including the soulbender himself. Any confrontation involving
a character affected by Madness must be resolved using
cards played from the top of the deck of the GM or players
involved, instead of their respective hands.
Fear Fog
Sustained. Suffer two neural damage.
All other characters with Faith less than or equal to the
soulbender in a radius of 20 metres are affected. All those
characters suddenly experience a primordial fear. They
receive a disadvantage when performing actions that do not
have the aim of escaping the radius of this Divine Upgrade.
Copycat
Copycat works exactly as one Divine Upgrade from any
other God. The chosen Upgrade is placed on the character
board as if it were from Ledger. The soulbender can only
have one Divine Upgrade obtained with Copycat at the same
time.
don t ge t lost.
NAME
See page 44
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook
PHYSICAL HEALTH
See page 19
NEURAL HEALTH
See page 19
ARMOUR
See page 20
FIREWALL
The number of cards it can
play is inside the icon
INITIATIVE
The number of cards it can
play is inside the icon
POWERED
CHARACTERISTICS
Their description is on the back
of the card or the corresponding
section of this rulebook
faith rulebook
43
PHYSICAL/MENTAL
SKILL VALUE
NUMBER OF CARDS
NPC CARDS
NPCs can be as complex as the GM wants; the GM is in
charge of creating and elaborating on their backstories.
NPCs can be as detailed as a PC or even more. To make the
game easy and interesting without too much hassle, she
can use the NPC cards.
NPC cards represent simplified characters with the
information needed to use them in a quick encounter. Additionally, they can be used as a base for the GM to create a
more elaborate character if the story requires it.
They do not have Attributes and Skills like player characters. Instead, they have a Physical and a Mental Skill to
establish both the base action value and the amount of
cards played by the NPC. It is up to the GM to say which of
the two Skills the NPC uses for each action and it is also up
to her to determine to how many areas they cover.
CHARACTERISTICS
ENERGY
See page 45
FLAVOUR TEXT
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faith rulebook
SPECS
THE GEAR
In FAITH, characters can carry and use any kind of gear
that they might find. Some of the most important pieces
of equipment are on cards that contain all the important
information needed to use them. However, we encourage
players to create their own gear if they find the need for it.
There are five types of gear cards: ranged weapons, CQC
weapons, robots, suits, and objects. At the beginning of
each section there is an example of a card to show how all
the information is laid out in each type of card.
Some symbols contain a number inside, which always
indicates the number of cards that are played when it is
used. Those cards are played from the top of the deck of
the gears controller.
The Gear
COMMON CHARACTERISTICS
faith rulebook
45
ENERGY
AND ACS DAMAGE
Certain pieces of gear have characteristics with an
energy value. Those characteristics are considered
powered, and if the piece of gear suffers as much
ACS damage as their energy value, they stop
working. If a cortex connected device suffers ACS
damage, each other cortex connected device con-
RANGED WEAPONS
Ranged weapons are weapons used in ranged combat,
and they provide a means to attack targets from a distance.
There are many different types of ranged weapons, but
they are usually separated into two main types: projectile
weapons and electronic weapons.
Projectile weapons have magazines, whereas electronic
weapons have batteries and use electric energy to shoot. If
the weapon has a magazine it needs to have ammunition to
shoot; and if it has an energy value, it cannot shoot if it has
as many ACS damage as that value.
Range
A weapons effectiveness is related to the distance to its
target. Most weapons have two different ranges and a few
specialist weapons have a third range.
Close Quarters (CQ): Up to 20 metres. The most common
range indoors, inside spaceships or in dense urban areas.
Standard Distance (SD): From 20 to 100 metres.
The range most characters can see clearly
without magnification.
Long Distance (LD): From 100 metres
to 5 kilometres. The extended range
of some sniper rifles. The weapon
loses one point of damage and
receives one disadvantage for
every additional kilometre after the
first.
Characteristics
Fighting Styles
Close combat weapons can be used in two fighting
styles: Hit, using Dexterity, and Grapple, using Agility. Each
weapon indicates the advantages (+) or disadvantages (-) it
provides and the damage it causes for each fighting style.
NAME
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook. If they are powered,
their energy value is on the
back of the card
RANGES/FIGHTING STYLES
ENERGY/MAG
See page 45
FIREWALL
If the weapon has hackeable
characteristics, it will have a
Firewall. The number of cards
it can play is inside the icon
AMMO TYPES
See page 45
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faith rulebook
The Gear
CQW (Close Quarters Weapon): Provides one extra advantage towards Shooting actions against targets within 10
metres.
SUITS
Characteristics
Suits are built to be very resourceful and they all share
certain characteristics:
Vacuum protection
The Gear
faith rulebook
47
OTHER ITEMS
There are all kinds of objects that players can use in the
Universe of FAITH, from rigs to grenades, from the technical to the medical, and all forms of tools. It is up to the
GM and the players to make up their own objects, although
many of the most usual yet interesting items are represented in cards.
The purpose of the object cards is to ease the players
immersion in the story. The cards represent the most interesting objects, and are not a comprehensive inventory of
all the items a character might have. For these reasons, the
most common objects like phones, clothes, or tools are not
represented in cards and it can be assumed that the characters have them without the need of a card to indicate it.
NAME
CHARACTERISTICS
Their description is on the back
of the card or the corresponding
section of this rulebook
ENERGY
See page 45
ARMOUR
See page 20
AGILITY MODIFIER
It may provide one advantage
(+) or disadvantage (-) towards
Agility actions
FIREWALL
The number of cards it can play
is inside the icon
POWERED
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook
ROBOTS
Characteristics
Robots are usually very well built and they all share
many powered characteristics:
The Gear
For a long time, the ultimate Artificial Intelligence had been an unreachable goal for engineers and scientists in all societies. Even though technology would allow both the Izkal and
the Corvo to create it now, they dont pursue the idea. The former suffered from AI control
under the Korian, while the latter depend on wage labour to keep their consumer-based
economy afloat and fear cortex connector vulnerability. Only partial AI engines are used
today but no machine is completely autonomous, let alone self-aware.
48
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook
STRUCTURE
See page 48
ENERGY
See page 45
ARMOUR
See page 20
FIREWALL
The number of cards it can
play is inside the icon
INITIATIVE
The number of cards it can
play is inside the icon
POWERED
CHARACTERISTICS
Their description is on the back of the
card or the corresponding section of
this rulebook
SKILL VALUES
The Skill value is the
starting action value of the
robot
NUMBER OF CARDS
The number of cards it can play
is inside the icon
faith rulebook
NAME
Who are the Gods of your players? That alone can help
you create a story for them. Do they think very differently
from each other? Have them be in situations in which they
must reach a consensus. Give their characters opportunity
to change and evolve, even if that means that they have to
change Gods.
faith rulebook
49
Home started talking when Edo pressed against her heart: Energy supply insufficient, back
up cells almost depleted. Please replenish the ship to access its functions.
Edo was not yet when the tribe found Home. The elders had told him that she came from the sky, but now that
Home was half buried in the sand of the eternal desert, the elders story seemed impossible. Edo had always known
Home. The one place safe in the whole land.
Lia ran inside the room, her hoofs clopping against the metallic floors,
Edo, hurricane close.
How close?
A day.
Edo tightened the hold on his spear.
What do?, asked Lia.
Edo knew what to do. To save Home he had to disobey her. He started walking, the clattering of his hooves echoing
deep into the core of Home. He opened the door that was not to be opened. He entered the room that was not to be
disturbed. The room where thousands of beings laid frozen in glass beds. He approached the nearest one, a creature
full of scars, and he pressed the round red heart of the glass bed and words appeared before him.
Ivohno. Convicted of murder. Age 56. Colony of Alameen. Edo went to the next bed. Lovomo. Convicted of cybercrime. Age 23. Colony of Zerua.
Edo did not understand, but he had little time. He pressed the next heart that appeared before him and stepped
back. His spear was ready.
It felt like forever before the being looked at him through the glass and asked,
What the heck are you?.
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faith rulebook
Edo was the best speaker in the tribe. He could string long sentences together and even fabricate stories that were not memories. No one else in the tribe could do that. But even with such
a brilliant mind, Edo could not understand what Home needed. The lights were growing weaker,
the doors were becoming rusty, and the magic that protected them from the hurricanes was no more. The people
were afraid of the sky again, and eyes that used to be set on each other were now set on the horizon. They knew that
the hurricanes would come again, and, if Home could not protect them, they had to protect Home.
Edos heart shrinked. It had been a week since Homes teachings were reduced to that single
sentence. It did not matter how many times Edo pressed her round red heart, the Home that
taught his tribe how to speak and many other great things had been reduced to a shell.
CREDITS
TABLE OF CONTENTS
COMPONENTS5
FOREWORD6
What You Need to Play
Core Concepts
6
6
INTRODUCTION7
The Game Master
The Characters
Sessions & Scenes
7
7
7
Card Suits
ACTIONS9
Opposing Actions
Collaborative Actions
Passive Actions
Additional Effects
10
10
11
11
CONFRONTATIONS11
Confrontations with the GM
Confrontations Between Characters
Action Value
Skills
Damage
Playing Cards
Inferiority (Advantages)
Outcome of a Confrontation
Steps of a Confrontation
Resolving Multiple Confrontations
Drawing Cards
Playing with Ambience (Affinity)
Proficiency
Beginning of a Scene
INITIATIVE ROUND
11
12
12
12
12
13
13
13
14
15
15
15
15
15
15
Reacting15
Waiting16
Maintenance Phase
16
Steps of an Initiative Round
16
THE CHARACTERS
18
Creating a Character
18
Advanced Characters
18
Gaining Experience
18
Health & Damage
19
Armour20
SPECIES TRAITS
20
WORMHOLES53
Corvo20
Izkal21
Human21
Raag22
Ravager22
Movement
54
Wormhole Combat
54
Communications54
Space Exploration
55
ATTRIBUTES
25
SKILLS26
Ballistic26
Close Quarters Combat
27
Hacking27
Piloting28
Survival29
Cunning29
Initiative29
Athletic30
Medical30
Technical31
Extravehicular Activity (EVA)
31
Profession32
THE UPGRADES
33
Bio Upgrades
33
Tech Upgrades
35
Divine Upgrades
37
Losing the Favour of Your God
37
Kaliva37
Vexal38
Hexia39
Ergon40
Ledger41
NON-PLAYER CHARACTERS (NPC)
How to Use the NPCs
NPC Cards
THE GEAR
43
43
43
45
Common Characteristics
45
Energy and ACS Damage
45
Ranged Weapons
45
Close Combat Weapons
46
Suits47
Other Items
47
Robots48
ADVICE FOR A GM RUNNING A FAITH GAME 49
THE UNIVERSE OF FAITH
52
Life in Space
53
Spacecrafts53
INDEX
THE GODS
57
Commandments57
Cults58
Godly Favours
58
Avatars of God
58
Ergon59
Kaliva60
Vexal61
Hexia62
Ledger63
THE CORVO
65
Corvosphere65
Social Relationships
65
Corvo Society
66
Megacorps71
Corvo History
73
Corvo Habitats
75
THE IZKAL
79
The State
79
Hyperlink79
The Voidwalkers
80
Social Relationships
81
Resource-based Economy
82
The Hexian Movement
86
The Korian and the Izkal Uprising
87
Izkal Habitats
89
THE HUMANS
93
Human Front
94
Fulcrums95
THE RAAG
97
Society97
The Age of the Gladiators
98
The Ice Fortresses
100
The Clans
100
THE RAVAGER
The Swarm
Devourers of Worlds
The Hivemind
Organization of the Swarm
103
103
104
104
104