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fandom.faithfully-finchel-forever
# The Power of Madonna The Power of Madonna is the fifteenth episode of season one. It aired on April 20, 2010. When Santana offers to have sex with Finn, Finn rejects and says that he's waiting for Rachel to lose his virginity to; however, Santana reveals that Rachel is still seeing Jesse, and they are having some intimacy and decision-making themselves because Rachel asked for advice from the girls earlier. Finn approaches Rachel and asks her to tell him the truth of whether her and Jesse are still dating. At first she lies and says no, but he can tell and says, "I know things have been weird between us, but I never thought you'd lie to me." Afterwards, she tells the truth and makes Finn promise not to tell because they are still friends. Finn, let down by this fact, agrees to Santana's offer. Finn and Rachel share a talk after their nights with Jesse and Santana, where they question each other on what they did. Rachel, lying, tells Finn she had sex with Jesse. She told Jesse that she couldn't sleep with him because of how he was "the enemy", but it had to do more with how she was not ready to give up her virginity to him. Finn tells Rachel that he didn't lose his virginity to Santana because he's waiting for the right person. However, he did have sex with her, but felt no different afterwards because "it didn't mean anything." When Jesse transfers to McKinley to be in a public relationship with Rachel, Finn gets angry and believes people are just doing things to hurt his feelings. This is where Finn realizes how badly he had treated Rachel when he gave her up to go on a triple date. He goes up to her to apologize and confesses that he likes her,but agrees that he screwed up by saying "I could've had you, but I blew it." He sings "Borderline/Open Your Heart" which sums up their feelings for each other. He attempts to mend relationships with Jesse and gives a welcoming hand to him joining New Directions, stating that he will try to "stay away from his girl."
The Power of Madonna
fandom.faithfully-finchel-forever
# The Purple Piano Project The Purple Piano Project is the first episode of season three. It aired on September 20, 2011. Finn and Rachel are still going strong as a couple, and he is very supportive of her ideas and propositions for the glee club, such as performing a musical number (which will later be revealed to We Got The Beat) in the lunchroom.
The Purple Piano Project
fandom.faithfully-finchel-forever
# The Rhodes Not Taken The Rhodes Not Taken is the fifth episode of season one. It aired on September 30, 2009. Finn takes advantage of Rachel's feelings for him, and goes on a date with her to try and convince her to come back to the glee club so that he can win a scholarship for college and take care of Quinn and the baby. She does and they share a kiss. When she finds out that Quinn is pregnant, she slaps Finn and tells him that he has ruined any chance of her coming back to glee. He admits that he was using her, and tells her the truth. He also states that he had meant what he said about wanting her to come back to glee club and claimed that their kiss together was real. She says that if he was honest with her in the first place, she might have been willing to help him. Finn takes Rachel bowling, they share a hug as well as share another kiss. Finn also says that he appreciates Rachel. When Rachel finds out about Quinn's pregnancy, angry, asks him some explanations. During their argument, he says that he has feelings for her and that their kiss was real.
The Rhodes Not Taken
fandom.faithfully-finchel-forever
# The Rocky Horror Glee Show The Rocky Horror Glee Show is the fifth episode of season two. It aired on October 26, 2010. The Glee club performs the "The Rocky Horror Picture Show", with Rachel playing Janet and Finn playing Brad. Finn is uncomfortable with the fact that he has to perform in his underwear because he is insecure about his body. She helps to make him feel more comfortable. She says how he thinks she is hot despite not looking like Brittany or Santana or Quinn. She feels the same about him. She calls him the hottest guy in school. They hug. During "What Ever Happened to Saturday Night?", they are also dancing together and Finn wraps his arms around Rachel at the end of the song.
The Rocky Horror Glee Show
fandom.faithfully-finchel-forever
# The Role You Were Born To Play The Role You Were Born To Play is the 5th episode of season four. It aired on November 8, 2012. Finn is back in Lima working at the tire shop still upset about his break up with Rachel. Artie soon convinces him to help direct the school's production of "Grease". When Blaine starts talking about he and Kurt's break up, Finn looks upset because it reminds him of Rachel. Whenever Finn talks about what's wrong in his life, the first thing he mentions is his girlfriend is gone.
The Role You Were Born To Play
fandom.faithfully-finchel-forever
# The Scientist The Scientist, originally sung by "Coldplay," is featured in The Break-Up, the fourth episode of Season Four. It is sung by Finn Hudson, Rachel Berry, William Schuester, Emma Pillsbury, Blaine Anderson, Kurt Hummel, Brittany Pierce and Santana Lopez. The performance begins in the auditorium after Finn and Rachel confront each other. Finn starts off, then Blaine, Santana, Kurt, Brittany, Will, Emma and Rachel. Towards the ending of the song, it shows Finn and Rachel's first kiss in Showmance, Kurt and Blaine holding hands as they stroll through Dalton Academy in Never Been Kissed, Santana and Brittany smiling in the episode Heart and Will and Emma kissing at the end of the episode Sectionals. At the end of the song, the lights flash off and the camera zooms out, lights on Finn, revealing he has been singing the song by himself. This was the final performance in the episode. Lyrics. <poem> Finn: Come up to meet you, Tell you I'm sorry, You don't know how lovely you are I had to find you, Tell you I need you, Tell you I set you apart Blaine: Tell me your secrets, And ask me your questions, Oh, let's go back to the start Runnin' in circles, Comin’ up tails, Heads on the science apart Santana: Nobody said it was easy Finn and Blaine: It’s such a shame for us to part Santana: Nobody said it was easy, Finn and Blaine: No one ever said it would be this hard Oh, take me back to the start Kurt: I was just guessing, At numbers and figures, Pulling the puzzles apart Brittany: Questions of science, Science and progress, Do not speak as loud as my heart Will and Emma: But tell me you love me, Come back and haunt me, Oh, when I rush to the start Rachel and Finn: Runnin' in circles, Chasin’ our tails, Comin' back as we are Rachel and Finn with Brittany, Santana, Blaine, Kurt, Will and Emma: Nobody said it was easy, Rachel and Finn: Oh, it's such a shame for us to part Rachel and Finn with Brittany, Santana, Blaine, Kurt, Will and Emma: Nobody said it was easy, Rachel and Finn: No one ever said it would be so hard Rachel: I'm goin' back to the start Finn, Brittany, Santana, Blaine, Kurt, Will and Emma (Rachel): Nobody said it was easy No no no no (Yeah) (Oh!) Nobody said it was easy, No no no no (Nobody said it was easy) Nobody said it was easy No no no no (No!) Rachel with Finn, Brittany, Santana, Blaine, Kurt, Will and Emma: Nobody said it was easy </poem>
The Scientist
fandom.faithfully-finchel-forever
# The Spanish Teacher The Spanish Teacher is the 12th episode of season three. It aired on February 7, 2012. While at a sleepover with Kurt and Mercedes, Rachel says she wants to marry Finn and shows them her engagement ring. Kurt and Mercedes are completely shocked after hearing this and Mercedes thinks she is making the wrong choice but Rachel thinks she has chosen Mr. Right and the difficult part was choosing to know. Later in the episode Kurt confronts Finn telling him he needs to think about his future more carefully, leaving Finn to make his decision.
The Spanish Teacher
fandom.faithfully-finchel-forever
# The Sue Sylvester Shuffle The Sue Sylvester Shuffle is the eleventh episode of season two. It aired on February 6, 2011. Even though they are officially not dating anymore, Finn looks extremely sad and jealous when Puck and Rachel are singing "Need You Now" together. When Rachel, Mercedes and Tina say they are joining the football team, Finn looks impressed. When the girls are walking down the pitch in their football gear, Finn smiles, he then runs up to Rachel first and pats her on the head. He also helps Rachel in the game, by pointing to the spot where she needs to be.
The Sue Sylvester Shuffle
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# Theo Stockman
Theo Stockman
fandom.faithfully-finchel-forever
# Throwdown Throwdown is the seventh episode of season one. It aired on October 14, 2009. Finn tells Quinn that he wishes she could be more like Rachel, He appreciates that Rachel gives Jacob a pair of her underwear, so that he wouldn't run the story about Quinn being pregnant. Finn and Rachel sing No Air together. They are also seen flirting with each other in class during Quinn's dream sequence in "You Keep Me Hangin' On".
Throwdown
fandom.faithfully-finchel-forever
# Tongue Tied Tongue Tied by "GROUPLOVE" is featured in Nationals, the twenty-first episode of Season Three. It is sung by the New Directions as they triumphantly return to McKinley following their win at Nationals. The school welcomes them with open arms as they have fun celebrating their triumphant win. This song is done in the background as a montage. During the montage, we see New Directions opening champagne, walking through the hallways while confetti is thrown around, couples kissing, enemies become friends and at the end, we see a girl ask Rachel to sign her yearbook. Lyrics. <poem> Artie with New Directions: Woow! Santana and Rachel with New Directions: Ohh woow! Artie with New Directions: Take me to your best friend's house Goin' around this roundabout Oh yeah Take me to your best friend's house I loved you then and I love you now Oh yeah Finn with New Directions: Don't take me tongue tied Don't wave no goodbye Finn and Rachel with New Directions: Don't... Break! Santana with New Directions: Oh! Take me to your best friend's house Marmalade we're making out Oh yeah Oh! Take me to your best friend's house I loved you then and I love you now Finn and Rachel with New Directions: Don't take me tongue tied Don't wave no goodbye Don't... Brake! Santana and Rachel: One, two, three, four Don't leave me tongue tied Let's stay up all night I'll get real high Slumber party; pillow fight My eyes and your eyes Like Peter Pan up in the sky My best friend's house tonight Let's bump the beats till beddy-bye Finn: Don't take me tongue tied Don't wave no goodbye Finn with New Directions: Don't take me tongue tied Don't kiss me goodnight Artie with New Directions: Don't... Rachel with New Directions: Take me to your best friend's house Goin' around this roundabout Oh yeah Oh! Take me to your best friend's house I loved you then and I love you now Finn with New Directions: Don't leave me tongue tied Don't wave no goodbye Don't leave me tongue tied Don't... Finn and Rachel with New Directions: Don't leave me tongue tied Don't wave no goodbye Don't leave me tongue tied Don't... Santana: Yeah, yeah, yeah-yeah Artie: Yeah-yeah... Finn: Oh-oh-ohoh </poem>
Tongue Tied
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# Videos Just a few of the many videos we have. More videos will and can be added!
Videos
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# Vitamin D Vitamin D is the sixth episode of season one. It aired on October 7, 2009. When Will tells the New Directions that there will be a mash-up competition, he splits the teams up boys/girls. Rachel and Finn flirtatiously tease each other over cheating for the New Direction's mash-up competition. Finn stares at Rachel's boobs during his voice over. At the nurse's office, Finn admits to Terri that he is into another girl, Rachel, besides Quinn.
Vitamin D
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# We've Got Tonite We've Got Tonite by "Bob Seger" is featured in I Do, the fourteenth episode of Season Four. It is sung by Finn, Rachel, Kurt, Blaine, Marley, Jake, Quinn, Santana, Artie and Betty. Before the song, Finn and Rachel have a conversation in which Finn tells Rachel that he knows she can't commit with Brody properly because she still loves him. They seem as if they're about to kiss but Rachel tells him they have to sing their duet. The song starts when Rachel takes the last flower petal. Jake, Marley, Kurt and Blaine can be seen slow dancing with each other while Finn and Rachel take to the stage as they sing. Sue is seen watching everyone slow dance sadly when a man asks her to dance. Quinn, Santana, Brittany, Sam, Betty and Artie can also be seen enjoying themselves and dancing. Quinn comments that she never slow-danced with a girl before but she likes it, leaving Santana with a smile. Rachel and Finn hold hands as they sing and the scene cuts as it shows them holding hands walking into their hotel room together. Blaine and Kurt sing as Kurt drags Blaine by the tie into the room, Marley and Jake sing as they walk in the room together, happy. Quinn and Santana laugh and enjoy themselves as they sing, running to their room, and Betty and Artie go together, seeming to have created a new friendship. In the hotel room, Finn and Rachel take off their clothes, eager to do things together. Lyrics. <poem> Finn: I know it's late I know you're weary I know your plans don't include me Rachel: Still here we are Both of us lonely Longing for shelter from all that we see Finn: Why should we worry? No one will care, girl Rachel: Look at the stars now, so far away We've got tonight Who needs tomorrow? We've got tonight, babe, why don't you stay? Deep in my soul I've been so lonely All of my hopes so fading away And I've longed for love Like everyone else does I know I'll keep searching after today Finn: So there it is, girl We've got it all now Rachel: And here we are, babe What do you say? Finn and Rachel: We've got tonight Who needs tomorrow? We've got tonight, babe, why don't we stay? Kurt: I know it's late and I know you're weary Blaine: I know your plans don't include me Marley: Still here we are Marley and Jake: Both of us lonely, both of us lonely Quinn: We've got tonight Santana: Who needs tomorrow? Artie: Let's make it last Betty: Let's find a way Finn: Turn out the light Rachel: Oh, Come take my hand now Finn and Rachel: We've got tonight, babe, why don't we stay? We've got tonight, babe, why don't we stay? </poem>
We've Got Tonite
fandom.faithfully-finchel-forever
# Wheels Wheels is the ninth episode of season one. It aired on November 11, 2009. Finn helps Rachelwith a wheelchair repair, and Rachel says that people don't really like her to which Finn responds that he likes her. Rachel also helps Finn get a job to support Quinn and the baby. In the Defying Gravity 'Diva off', Finn tells Rachel that he is voting for her.
Wheels
fandom.faithfully-finchel-forever
# With You I'm Born Again With You I'm Born Again by "Syreeta Wright" and "Billy Preston" is featured in Duets, the fourth episode of season two. It is sung by Finn and Rachel as an attempt to purposely lose the New Direction duets competition. After putting on an offensive performance, they end up losing, like they hoped. Lyrics. <poem> Rachel: Come give me your sweetness (Finn: Ohh, ohh) Now there's you, there is no weakness (Finn: Now there's you, there is no weakness) Lying safe within your arms I'm born again (Finn: Woman, don't you know with you I'm born again) Both: I was half, not whole In step with none Reaching through this world In need of one Come show me your kindness In your arms I know I'll find this (Finn: Woman), don't you know With you I'm born again Lying safe with you I'm born again </poem>
With You I'm Born Again
fandom.faithfully-finchel-forever
# Without You Without You by "David Guetta feat. Usher" is a solo sung by Rachel in Yes/No, the 10th episode of season three. It is a slower, stripped down, ballad-like rendition of the song. At the end of the emotional song, Rachel and Finn share a passionate kiss and embrace while Santana makes a rude remark about the song. Scenes later, Finn proposes to Rachel. Lyrics. <poem> Rachel: I can't win, I can't reign I will never win this game Without you, without you I am lost, I am vain, I will never be the same Without you, without you I won't run, I won't fly I will never make it by Without you, without you I can't rest, I can't fight All I need is you and I, Without you, without you Oh, oh, oh! You! You! You! Without... You! You! You! Without...you I can't erase, so I'll take blame But I can't accept that we're estranged Without you, without you I can't quit now, this can't be right I can't take one more sleepless night Without you, without you I won't soar, I won't climb If you're not here, I'm paralyzed Without you, without you I can't look, I'm so blind I lost my heart, I lost my mind Without you, without you Oh, oh, oh! You! You! You! Without... You! You! You! Without...you I am lost, I am vain, I will never be the same Without you, without you Without...you </poem>
Without You
fandom.faithfully-finchel-forever
# Yes/No Yes/No is the tenth episode of season three. It aired on January 17, 2012. While singing The First Time Ever I Saw Your Face, Rachel remembers when she first saw Finnin the hallways of McKinley. In a later scene, Rachel, Finn and Kurt are at Breadstix, Finn sulks, and says, "Why can't I have anything in my life that's special or means something?" This leads Rachel to sing Without You very emotionally to Finn. At the end of the episode, Finn proposes to Rachel after a very passionate speech, telling Rachel that she helps him get through the darkness in this life. He was talking about the Football scholarship he didn't get, and him finding out earlier in the episode that his dad did not in fact die as a war-hero in Iraq as he thought, but from a drug overdose in Cincinnati. Rachel is left speechless, and the episode ends with her failing to give an answer.
Yes/No
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# You're The One That I Want You're The One That I Want can refer to the two pages:
You're The One That I Want
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# You're The One That I Want (Season Four) You're The One That I Want by "Grease" is sung by Rachel, Finn, Ryder, and Marley. It is sung by Ryder and Marley during the school's production of "Grease," but also a fantasy of Rachel's in which her and Finn are the ones singing. Lyrics. <poem> Ryder: I got chills. They're multiplyin'. And I'm losin' control. 'Cause the power you're supplyin', it's electrifyin'! Marley: You better shape up, 'cause I need a man and my heart is set on you (New Directions: And my heart is set on you!) You better shape up; you better understand to my heart I must be true. Ryder: Nothin' left, Nothin' left for (Marley: Ooo) Me to do Marley and Ryder: You're the one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! The one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! The one that I want (New Directions: You are the one I want. Ooo, oo, o) The one I need (New Directions: One I need) Oh, yes indeed (New Directions: Yes indeed) Rachel: If you're filled with affection you're too shy to convey, meditate in my direction. Feel your way. Finn: I better shape up, 'cause you need a man Rachel: I need a man who can keep me satisfied. (New Directions: Who can keep me satisfied) Finn: I better shape up if I'm gonna prove Rachel: You better prove that my faith is justified. Finn: Are you sure? Rachel and Finn: Yes, I'm sure down deep inside You're the one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Santana and Brittany: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Kurt and Blaine: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Rachel and Finn: The one I need (New Directions: One I need) Oh, yes indeed (New Directions: Yes indeed) Rachel and Finn: You're the one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Santana and Brittany: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Kurt and Blaine: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Rachel and Finn: The one I need (New Directions: One I need) Oh, yes indeed (New Directions: Yes indeed) You're the one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Santana and Brittany: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Honey! Kurt and Blaine: The one that I want (New Directions: You are the one I want. Ooo, oo, o) Rachel and Finn: The one I need (New Directions: One I need) Oh, yes indeed (New Directions: Yes indeed) Rachel and Finn with New Directions: You're the One That I Want! </poem>
You're The One That I Want (Season Four)
fandom.faithfully-finchel-forever
# You're The One That I Want (Season One) You're The One That I Want from "Grease" is sung in Pilot. It is sung by Rachel and Finn with the New Directions. It is the first song that Finn and Rachel have sung together. Lyrics. <poem> Finn: I got chills, they're multiplyin' And I'm losin' control 'Cause the power you're supplyin' It's electrifyin'! Rachel (with New Directions): You better shape up (Doo doo doo) 'Cause I need a man (Doo doo doo) But my heart is set on you (Doo doo doo, and my heart is set on you) You better shape up (Doo doo doo) You better understand (Doo doo doo) To my heart I must be true (Doo doo doo) Both: Nothin' left, nothin' left for me to do (Doo doo doo) You're the one that I want (You are the one I want) Ooh, ooh, ooh, honey The one that I want </poem>
You're The One That I Want (Season One)
fandom.faith-the-sci-fi-rpg
# 100mm-X Machine Gun A Vehicle Customisation Module which installs a machine gun that uses explosive ammunition on the vehicle. Description. Explosive.
100mm-X Machine Gun
fandom.faith-the-sci-fi-rpg
# 20mm Machine Gun A Vehicle Customisation Module that installs a machine gun on the vehicle. Description. Firearm. After dealing damage, it deals and additional damage time (repeat all steps). Limit once per attack.
20mm Machine Gun
fandom.faith-the-sci-fi-rpg
# 50mm-X Machine Gun A Vehicle Customisation Module which installs an machine gun which uses explosive ammunition on the vehicle. Description. Explosive.
50mm-X Machine Gun
fandom.faith-the-sci-fi-rpg
# 50mm Machine Gun A Vehicle Customisation Module that installs a machine gun on the vehicle. Description. Firearm. After dealing damage, it deals damage an additional time (repeat the steps). Limit once per attack.
50mm Machine Gun
fandom.faith-the-sci-fi-rpg
# ACS Bo A type of Close Quarters Combat (CQC) weapon which causes ACS damage. Source Material. The ACS Bo was introduced in the Core Book 2.0.
ACS Bo
fandom.faith-the-sci-fi-rpg
# ACS Damage
ACS Damage
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# ACS Grenade A type of throwable munition object which is used to cause damage to electronic systems. Source Material. The ACS Grenade was introduced in the Core Set Deck.
ACS Grenade
fandom.faith-the-sci-fi-rpg
# ACS ammunition
ACS ammunition
fandom.faith-the-sci-fi-rpg
# ACS damage
ACS damage
fandom.faith-the-sci-fi-rpg
# ATP Infusion Medical equipment introduced in the Core Book 2.0. License. Not currently licensed for reproduction on this site.
ATP Infusion
fandom.faith-the-sci-fi-rpg
# A Garden In Hell Starter Set A Garden In Hell Starter Set has everything a player needs to start playing FAITH: The Sci-Fi RPG for the first time. The team wakes up on the planet Ujara after crashing and must stay alive whilst seeking to destroy that which attacked their ship. The box consists of the following components: Licence. Contents of A Garden In Hell Starter Set are not licensed for reproduction on this site (although some items appeared in previous decks which are published). Availability. A Garden In Hell Starter Set can be purchased from Burning Games.
A Garden In Hell Starter Set
fandom.faith-the-sci-fi-rpg
# Abstraction A Hacking Talent. Description. Instant. While performing a Hacking action, you can take one unpreventable neural damage to change the value of a card you just played for the value of your Hacking Skill.
Abstraction
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# Acceleration Resistance An Athletic/EVA Talent. Description. You can confront Stress TSEs with a passive action.
Acceleration Resistance
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# Acceleration Upgrade A Vehicle Customisation Module which improves the vehicle's acceleration. Description. The vehicle gains +1 Acceleration.
Acceleration Upgrade
fandom.faith-the-sci-fi-rpg
# Action
Action
fandom.faith-the-sci-fi-rpg
# Actions Everything a character does is an action. In FAITH, actions are usually successful by default. However, actions may fail if a character is really unskilled, if the GM thinks it is interesting for the story, or if someone being affected by it does not want it to happen. These situations are resolved by playing cards, sometimes in confrontation with other characters, or with the GM. 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 character’s 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 off-limit actions can break the gameplay. The GM’s judgment and dissuasive power must lead the gameplay forward. 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. Sometimes it will be hard to distinguish between a single action and a chain of actions very well linked. It is not the purpose of this rulebook to provide a list of specific actions, as nearly anything can happen in a roleplaying game and such a list will never be comprehensive enough. However, players should try to stick to a few guidelines to describe their actions. Actions should only need one verb to be described. If the word “and” is included, the character is probably trying to perform two or more actions linked to each other and he will probably need several turns to be able to dothat. Here is a basic template to describe actions:“I [verb] [preposition if needed] [target]”Example: "I shoot the guard. I move behind cover. I dodge towards the door. I hack Ed’s thermal visor. I reload my weapon." To keep the game realistic and organic, characters are allowed to move up to 2.5 metres while performing an action. 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 their Attributes, which are added to their relevant Skill to determine their action value. The character with the highest action value will succeed and all opposing characters will fail. Collaborative Actions. A collaborative action is a single action that is performed by more than one character. During a collaborative action, all participating players play as a single character who has an Attribute value equal to the highest relevant Attribute amongst participating players, and who has a Skill value equal to the lowest Skill used amongst participating players. Only participating characters can play cards during a collaborative action. Additionally, they gain one advantage for each character participating in the action after the first.Two characters or more holding closed a door while a huge creature tries to open it to get to them; two characters operating a double-pilot spaceship through the debris of a space battle; several characters lifting a hurt companion to get him to safety, etc. Remember that a collaborative action must always be a single action. A character opening a door with a kick so his friend can throw a grenade in is not a single action and therefore it cannot be considered a collaborative action, but two normal actions that need to be well chained together to succeed."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 maneuver, 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. Everytime Rick and Morty can play a card, either one of them can play it." Passive Actions. Passive actions are those that either do not require effort from characters or are related to what characters can perceive and therefore do not require that they declare it. Hiding and searching are passive actions and it is up to the GM to determine when other actions may be so as well. One passive action can be performed in addition to a normal action during a single turn. When performing passive actions the character may play cards from the top of his deck instead of his hand, or a combination of both from his hand and the top of his deck.Yong performs a passive action (Searching), looking into a dark tunnel to figure out if there is any danger before he enters. He is using his Mind 2 with an initial action value equal to his Survival 7 and he has no advantages. The GM confronts the action, she can play 2 cards, the same as the she is confronting, with an initial action value of 0, and she has 2 advantages. Yong is in Inferiority so he can play one card less than usual. The GM plays a 7 and now Yong has to play a card. He can choose to play it from the top of his deck or from his hand. He does not want to reduce the number of cards in his hand, so he plays a random card from the top of his deck, a 3. His final action value is 10 and the GM can play one more card. Will she force his failure or will she let him see whether danger lies ahead…? 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. Instant. Effects with the keyword instant can be used at any time, even during another character’s turn. Only one instant effect can be used during each action by each character. Sustained. Sustained effects are considered activated on all accounts, but they remain active until the character decides to stop them, becomes Traumatised, becomes Bleeding out, or dies. A character with an active sustained effect can not discard any neural damage during the maintenance phase.
Actions
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# Actor A Cunning Talent. Description. Gain one advantage when pretending to be someone else in a convincing manner and avoiding discovery.
Actor
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# Actualbugs A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Actualbugs
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# Adaptable Breather A Tech Upgrade. Description. You do not gain Toxicity from gases (eg. grenades), but you will still gain it from other sources.
Adaptable Breather
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# Adaptable Genome An Iz'kal species trait. Description. Throughout history, the Iz'kal have generically modified themselves to the point where their original genome has been lost. You can have one more Bio Upgrade than your Constitution. Additionally, Bio Upgrades cost you 2 experience points less.
Adaptable Genome
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# Adaptation A Survival Talent. Description. Action. Discard up to 4 cards from your hand, and then draw one less card than the number you discarded.
Adaptation
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# Adhesive Mine A type of explosive Object used form demolition and anti-personnel operations. Source Material. The Adhesive Mine was introduced in the Core Set Deck.
Adhesive Mine
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# Adopted Singer A Profession Talent. Description. While in the State, you will be granted usufruct rights as if you were a technocrat of the State. You still have to return everything to Idealab before leaving the State.
Adopted Singer
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# Adrenaline Shot A type of medical object used to deliver a dose of adrenaline (epinephrine) to a character, allowing them to temporarily ignore physical or neural damage. Source Material. Adrenaline Shots were introduce in the Core Book 2.0.
Adrenaline Shot
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# Advanced Weaponry Module
Advanced Weaponry Module
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# Advanced Weaponry Modules
Advanced Weaponry Modules
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# Advantage
Advantage
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# Advantages
Advantages
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# Advice for Games Masters Normally, a piece of advice would tell you what to do, instead of what not to do. However, we tend to think that the ‘don’ts’ are much better advice, and they are much less restrictive. We want to advise you on just a few things to avoid from the infinite amount of possibilities, and still leave you with infinite possibilities! Thus, we will focus our tips for being an awesome Games Master (GM) on things you shouldn’t do. Here are some: Don'ts! Do not use confrontations to side with the PCs and confront Non-Player Characters (NPCs), because that creates a deus ex machina effect that kills the thrill of the game. If you fear for the story or for the Player Characters (PCs) because the NPCs are winning, you can use a ‘plot twist’ to save the day: a friendly NPC comes in to help, the NPCs try to take the PCs captive instead of killing them, or they offer a deal to the PCs to stop fighting (why do NPCs always fight until the end anyways, don’t they have families to come back to?), etc. Do not confront players when they perform mundane tasks, but instead lure them into playing high cards at times when they really need to achieve something. That will make their subsequent confrontations with NPCs much more interesting and tense, leaving you with high cards to aid important NPCs or prevent the story from derailing too much from its course. Save your high cards for when it matters! The confrontations with the GM are there to add drama and interest to the story, they are not a substitute for every last skill check you would make in other games. Do not make your NPCs mindless shooting machines unless the story requires them to be. It is much more interesting to have small teams of NPCs behave intelligently and tactically: have them flank the PCs, throw smoke grenades, pin down PCs, or use any other cool tactics you can come up with. Do not allow the PCs to take their respective Gods for granted. Force them to put their beliefs to the test and see if they can handle it, and if they follow them to the direst of consequences. If they cannot, they may be deemed unworthy of the support of their God. 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. If they are followers of Kaliva, the most individualist God, make them see the terrible lives of good, hard-working people, who are impoverished and who have no chance of success. Will they help them? If they are followers of Vexal, the individual free thinker, put them in situations in which they must join a community in order to save it. Will they sacrifice their individual freedom for the good of the community? If they follow Hexia, the strict ruler that seeks the good of the community, see if they still think they represent the community’s best interests after committing a grand mistake. Will they listen to others now? If they follow Ergon, the most democratic of the Gods, have them see what terrible things the masses can do to those minorities that think differently. Will they give up their beliefs to stop it? Creating Interesting Campaigns. Like in many other RPGs, there are many things you can do in FAITH that can make campaigns much more interesting. Here are some of our recommendations: Give secret agendas to your players to make them feel invested in the story before it even begins. Bring the drama of their backstories to the game. Let them use the details they gave to you while creating their stories, so the story you put together feels round and engaging. Not every NPC needs to be a bad guy trying to shoot at the PCs or hack into their brains. Use friendly or neutral NPCs to drive the story forward: they are one of your most valuable assets. Without them interacting with the PCs, players tend to go about their own ways and set themselves away from the story. Informers, merchants, secret contacts, potential employers... all of them are interesting characters that will help you develop an engaging story when they interact with the PCs. They can provide them with information, convince them to change their minds, put them in compromising situations, or put their beliefs to the test. There are many things that can influence a character: he can take damage by falling from a tall wall, he can suffer hypothermia or hunger - the possibilities are endless. We could try to tackle this issue with some spreadsheets with the most common effects of the most common issues, but this would never be comprehensive enough and it would have very little narrative value. In FAITH, we leave things like this to the GM - she should decide what she thinks is best for the story: is it interesting that your players characters suffer one disadvantage to any action because they were not prepared to survive in a frozen planet? They all have Survival 0 and cannot find any food in the jungle. Maybe it is interesting to give them a disadvantage until they find food, or perhaps their unpreparedness can start to affect their health. Perhaps force them to suffer neural damage that they cannot remove until they eat - if they continue like this they will faint and die of starvation. Go with what is dramatically interesting, that pushes the story forward and engages the players. Adapt effects to the situation and your group’s gameplay. And last, but not least, remember that playing RPGs is all about having fun with your friends, and that should be your goal at all times. Enjoy the game and do not make it all about who succeeded or failed if it does not need to be.
Advice for Games Masters
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# Aedan Baroqc A human sociologist and explorer, known for his commentary on Tiantang.
Aedan Baroqc
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# Affinity
Affinity
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# Affinity (Disambiguation) Affinity may refer to:
Affinity (Disambiguation)
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# Affinity (NPC Trait) An NPC Trait. Description. After playing a card that matches their Affinity, the GM can look at the top card of the deck, and discard it or use it to replace the card that triggered this trait. Note: In some cases the keyword will be accompanied by an ambience. Otherwise, it is considered that the NPC has Affinity towards the ambience in which he finds himself.
Affinity (NPC Trait)
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# Agility A character attribute. Description. 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. Use. Almost always used with Initiative, Athletic, EVA and Survival. Also sometimes used with CQC when grappling.
Agility
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# Akram Akram was an iz’kal who lived on a colony planet. Story. With the tips of his fingers, Akram caressed his wrinkly face. A weathered face returned his stare in the mirror. But he did not feel old. He felt endless and powerful, like his body could not contain him and he could live on after it turned to ashes. This was a common feeling among those that spend most of their lives in hyperlink. They lose their individuality; they become the hive mind: something much greater than oneself, a more complete being without the pettiness of personal needs and differences. They were not just part of the larger mind, but they became the larger mind itself. When not in hyperlink, Akram felt orphaned, like a shattered piece of a whole. Akram was a true ergonaut, a man who always sacrificed for others - and the beauty of it made him happy. He was a truly happy man for as long as he was not alone. But he was alone. Everyone else was dead. The colony was broken, the food processors had stopped working, the atmosphere machine had burned down. He did not know how many days he had left, but in whatever time he had, he was going to make them pay. The corvo ship had landed in the park in front of him, its crew already drunkenly celebrating their victory. They had taken the small colony by surprise. It was easy for them: before an iz’kal ship could come and see what had happened, they would be gone. Not a single evidence of their wrong doings would be left in the wake of their routine bombings before leaving. But they had not taken into consideration the power of a true believer of Ergon, a man who lived for a community that was no more. He could feel the anger running through his veins, like rivers of lava burning from within. He could still hear the voices of the others in his head, as if parts of him had died and left behind a simpler and poorer self. He was not a part of anything anymore - the corvo had taken that from him. He opened the door and the killing began. Source Material. This short story first appeared in Rulebook v1.0.
Akram
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# Al'Mayin Stealth Warship A Vehicle Model.
Al'Mayin Stealth Warship
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# Al'Qarn Shield A shield introduced in the . Licence. Not currently licensed for reproduction on this site.
Al'Qarn Shield
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# Al'ameen The home world of the Iz'kal.
Al'ameen
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# Al'halam An Iz'kal world.
Al'halam
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# Alert A Survival Talent. Description. Gain one advantage towards Searching actions to find characters.
Alert
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# Alhalam Alhalam is a planet whose inhabitants died tens of thousands of years ago. Their species went extinct, exterminated by a devastating disease. Their functional (but now pointless) robots continue to work and keep the cities tidy and full of resources. These ghost cities maintain their robots through their Self Conservation Robotic System, that fixes any robots that might be broken, corrupted, or that would otherwise act outside of normal duties. Sometimes, a robot might have a problem that was not programmed to be fixed by the system, leaving it to roam on its own with its unusual new behaviours. Alhalam is under the control of the Iz’kal, and they have chosen to not interfere or establish any colonies on it to honour the memory of the old species that once lived there (and the strange microcosms that its peaceful robot inhabitants have achieved).  A team of iz’kal researchers have established themselves on the planet and continue to observe and learn from what is left by the extinct race and from the inorganic tecnosystem left by them. Story. “Sir, we have found the cure.” “And it’s a hundred years too late.” “I know.” If AT-01 were human, it might have asked why MK-41 continued its search, nearly a century later. But AT-01 understood the compulsion of another robot to finalise its work. “What is left for you to do?” “Nothing, my code is empty.” If MK-41 were human, it would have been happy to achieve its life goal. But MK-41 had no feelings. It just stood there. AT-01 moved on, its code always had something for it to do. And that made it neither happy or unhappy. Source Material. This short story originally appeared in Rulebook v1.0.
Alhalam
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# Alterant "'Alterant" may refer to:
Alterant
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# Alterant (Boss) A boss-level Ravager Non-Player Character introduced in A Garden In Hell Starter Pack. Licence. This NPC is not currently licensed for reproduction on this site.
Alterant (Boss)
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# Alterant (Ravager) The alterants are ravagers in charge of the DNA harvest, and of the spawning pools. They analyze the DNA samples that are gathered, integrating those that prove valuable to the genome of the queen, and they perform experiments on some of the prisoners. They are rarely found on the front lines and will usually remain near the queen until the fighting is over and the first samples have been collected, a time at which they will travel to the spawning pools to begin working on the new specimens. The alterants are the best protected members of the swarm. Most of them can be found near the core of the mothership, working in what I can only describe as laboratories filled with tanks, where specimens belonging to different species can be found. Despite the poor state of the specimens aboard the mothership we found, it was evident that they had been subjected to terrible experiments and their bodies showed mutations so horrible that it was hard to recognize even those that belonged to known species. Alterants were initially known as proxies, since we believed them to act as the link between the heralds and the rest of the swarm, but it has become quite clear that this is not a role they usually perform. Our initial assessment of their role as proxies came from the analysis of their wave emission pattern, which is quite complex, indicating they are probably able to control most of the other members of the swarm. Even so, they seem to have little interaction with them, focusing solely on their research and experiments. Despite their frail appearance, we know them to be resourceful and dangerous enemies perfectly capable of handling themselves in combat.
Alterant (Ravager)
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# Alterants
Alterants
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# Altered Reality A Divine Upgrade (v1.0) or Divine Power (v2.0) offered by the god Hexia to their followers. Description. V1.0. Action (Initiative). Suffer one neural damage. The soulbender can teleport in a straight and unobstructed line. Level I. The soulbender can teleport up to 10 metres away. Level II. The soulbender can teleport up to 20 metres away, or teleport up to 10 metres away with one advantage towards this action. Level 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. V2.0. Action (Initiative). Teelpout 10 metres (~32 ft) in a straight and unobstructed line. For each point of Faith above one, you can choose to teleport 20 additional metres (~65 ft) or gain one advantage towards the action. Prophet Level. Additionally, gain: Action (Initiative). Teleport to any location you have been in the last hour even if it is out of range or obstructed.
Altered Reality
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# Always Forward A CQC Talent. Description. Instant. If you fail a CQC action against a CQC or Ballistic action, and your opponent achieved a regular success, you can change his success into a decisive success; if your opponent achieved a decisive success, you can change his decisive success into a critical success. If you do, your CQC is also considered successful, with regular success.
Always Forward
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# Al’ameen The original planet of the Iz'kal is mostly flat and composed of dozens of small continents along its equator. The continents are filled with swamplands that also connect the two large oceans of the planet, one in each pole. Environment. Al'ameen has two main seasons: the dry season, in which the swamps dry and another, in which the swaps grow large and convert most of the land to mangroves for severl months. This is the environment in which the Iz’kal evolved to be semi-aquatic creatures. Al'ameen is a rich planet in natural resources, and it is a paradise for the Iz'kal, who keep most of it as wild land, with very few ecofriendly cities on its surface. The population is limited to a few hundred million Iz'kal, and immigration laws do not allow other species to move in permanently. Alhena. Even fewer are allowed to visit Alhena, a network of caves in the heart of Al'ameen, illuminated by gigantic and luminescent fungi. This magical place survived the korian conquest as it was never discovered by them. Iz'kal all around the Universe make a pilgrimage to this place. When in Alhena, all the iz'kal Join in a single hyperlink with so that they may share their minds freely. Here Iz'kal from all colonies share their experiences with each other and together are able to learn things that they were no even capable of imagining alone - about ways of life on strange planets, about ideas they had never heard of, and about personal experience and the thoughts behind them, which give them incredible insight into the reasons people have for their behaviour. This is, for many iz'kal, the most intoxicating a beautiful experience imaginable. Some are addicted to it and travel to Alhena once a year even if they live on the other side of the Universe.
Al’ameen
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# Am'Undsen Light Craft A Vehicle Model.
Am'Undsen Light Craft
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# Amateur Bankers Tiantang Central Bank has recently been the target of several hacking attacks, which go mostly unnoticed because they steal negligible amounts of credits from thousands of separate accounts; and the bank's network is so large and unweildy that it's almost impossible for any sentient observer or any non-quantum computer systems to detect minute anomalies. After the first few scams were noticed, Tiantang Security determined that for every detected hacker, an estimated five hundred walked away scot-free. The bank needs better technology to find out the hackers that's re doing this, and it has directly requested Wang Corporation for an exception to the AI ban, as a full AI would quickly detect and stop these micro-thefts, but the petitions has become mired in bureaucracy, and meanwhile more and more hacker groups are seeing this form of robbery as a great, relatively safe, opportunity to get rick - with a small but very real risk of getting caught, which makes it into the the perfect thrilling adventure. …Or makes them into targets for any freelance hacker or mercenary willing to help the bankers.
Amateur Bankers
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# An Eye for Weakness An Eye for Weakness can refer to:
An Eye for Weakness
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# An Eye for Weakness (Ballistic) A Ballistic Talent. Description. If you perform a Ballistic action against a Spent target, you gain one advantage.
An Eye for Weakness (Ballistic)
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# An Eye for Weakness (CQC) A CQC Talent. Description. When you perform a CQC action against a Spent target, you gain one advantage.
An Eye for Weakness (CQC)
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# Animal Ken A Survival Talent. Description. Gain one advantage towards interactions with animals, feral or tamed. You can ask the GM for additional information about the animals you find: their mood, strengths and weaknesses.
Animal Ken
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# Aquatic An Iz'kal species trait. Description. "All Iz'kal characters innately know how to swim, even if they have never done it before."When swimming or diving, receive one advantage. Additionally, you can hold your breath up to 15 minutes per Constitution point while acting normally, or twice as long if you stay still.
Aquatic
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# Arka Bozag A Non-Player Character from . Arka Bozag is a prophet of Vexal, the owner of Bozag's Staff, and can grant the Vexale Mark. Licence. This NPC is not currently licensed for reproduction on this site.
Arka Bozag
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# Armour
Armour
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# Armourbane A type of munition introduced in the . Licence. Not currently licensed for reproduction on this site.
Armourbane
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# Armoured I A Vehicle Customisation Module which adds armour to the vehicle. Description. The vehicle gains 1 armour.
Armoured I
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# Armoured II A Vehicle Customisation Module which increases the armour of a vehicle. Description. The vehicle gain 2 armour.
Armoured II
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# Armoured III A Vehicle Customisation Module which increases the armour of the vehicle. Description. The vehicle gains 3 armour.
Armoured III
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# Ashura Suit A type of Suit Equipment which can be used by characters. Source Materials. The Ashura Suit was introduced in Tools of the Trade II Gear Deck, and is not licensed for reproduction on this site.
Ashura Suit
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# Assassin An Assassin is a human NPC skilled at the killing of targets. Source Material. The Assassin was introduced in the Core Set Deck.
Assassin
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# Assault Drone A type of Robot. Source Material. The Assault Drone was introduced in the Core Book 2.0.
Assault Drone
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# Assisted Weaponry A Vehicle Customisation Module which gives advantages to firing on certain targets. Description. Weapons from this vehicle gain an advantage when attacking tagged targets.
Assisted Weaponry
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# Athletic The Athletic Skill is used by characters to run, swim, dive, climb, lift weight, throw objects, or do any other athletic activity. Use. Most often used with Agility when performing short efforts, or Constitution performing long 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. Running. Characters can perform a running action to move up to 5 metres. Additionally, a decisive success will allow the character to move one additional metre and a critical success will increase the maximum distance to 10 metres. If a character performs several consecutive running actions, he will be able to speed up and move faster. Characters can perform a running action as a countermeasure to attacks, explosions, or even hacking attacks if it gets them outside the range of the attack. A running action can never be stopped in a confrontation, even if the character loses. However, it will be up to the GM to determine if the movement is completed successfully, or if the character falls down, trips, or experiences some other negative effect. All movement distances are merely guidelines and the GM can and should modify them to fit the story as necessary. Characters might move slower in mud or shallow waters, or faster if the gravity is slightly lower than they are used to and the path is clear. 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 a character can or cannot throw a specific object, and the particular effects of that Throwing action. Only pieces of gear with the characteristic Throwable have specific rules to be used. Throwing objects in 0-G or free fall situations is performed using EVA instead of Athletic.    
Athletic
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# Athletics
Athletics
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# Atlas Surveyor A type of drone object which uses various modalities to map buildings. Source Material. The Atlas Surveyor was introduced in the Core Set Deck.
Atlas Surveyor
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# Atomic Balance A Tech Upgrade. Description. V1.0. 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. V2.0. You ignore the Skill penalties of as much neural damage as your Mind. Additionally you gain an advantage when reading maps and retracing a path.
Atomic Balance
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# Attribute
Attribute
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# Attributes
Attributes
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# Auxilliary Ion Thrusters A Vehicle Customisation Module that substantially reduces the time needed for space travel. Description. Space flight takes half the time it would normally take.
Auxilliary Ion Thrusters
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# Avalon
Avalon
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# Avalon Rig A rig introduced in the Core Book 2.0. Licence. Not currently licensed for reproduction on this site.
Avalon Rig
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# Avatar of God
Avatar of God
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# Avatar of God (Boss) An NPC divinely ordained by a God. NPC. The Avatar of God is a Boss-level NPC introduced in the Core Set.
Avatar of God (Boss)
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# Avatars of God
Avatars of God
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# Axice A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Axice
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# Backup Systems A Vehicle Customisation Module which makes the vehicle more resilient. Description. Instant. Shut down this module to increase the threshold of the vehicle by one for the remainder of the round. You cannot use Energy Distributor on this module.
Backup Systems