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fandom.faith-the-sci-fi-rpg
# Ballistic The Ballistic Skill is used to shoot and recharge weapons, and to generally handle Ranged Weapons safely. All Ballistic actions require the use of a Ballistic Weapon of some kind. Use. Most often used with Dexterity if the weapon is operated with the hands, or Link if the weapon is software-controlled. 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. These tokens may be loaded in any order and they may be loaded using any combination of ammunition types compatible with the weapon. Aiming. When performing this action, characters declare one target. Whenever the target performs an action, the character can perform a Shooting action as a counter action even if the action of the target did not affect him directly.  Additionally, aiming provides one advantage to a Shooting action against its target. If the character performs another action in between, the effects of aiming are lost. 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 into account the range of the shot, or the distance to the point of impact if affected by an area of effect.                  If a Shooting action achieves a decisive success, it will cause one extra point of physical damage, and if it achieves a critical success, double its base damage. A Shooting action can be forced to fail when taking damage and therefore it can be a valid countermeasure against another Shooting action.
Ballistic
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# Barbed Chain A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Barbed Chain
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# Batil "Crystal Iz'kal" An Iz'kal background trait. Description. "You have been genetically modified for space activity."If your Affinity is Space, receive one advantage when you perform an action using EVA.
Batil
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# Beauty Gene A Bio Upgrade. Description. The character gains an advantage for Cunning actions related to social interactions performed in person or, if the GM approves it, through video. You gain an additional advantage when dealing with people who could be sexually attracted to the gender and species of the character; but you suffers a disadvantage against those who, for personal or moral reasons, might despise people like you (e.g. pro-nature followers).
Beauty Gene
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# Beetleboar A type of beast Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
Beetleboar
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# Belladonna A type of which was introduced in Core Book 2.0. Licence. The details of the Belladonna are not currently licensed for reproduction on this site.
Belladonna
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# Big T A Non-Player Character from . Licence. This NPC is not currently licensed for reproduction on this site.
Big T
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# Bio Sensor A Tech Upgrade. Description. Cost: 4 points. V1.0. 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. V2.0. You cannot be caught by surprised by characters in a 10 metre (~32 foot) radius. It can be programmed to wak you in the circumstances of your choosing (eg. someone entering that range).
Bio Sensor
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# Bio Upgrade
Bio Upgrade
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# Bio Upgrades
Bio Upgrades
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# Bio rifle Equipment
Bio rifle
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# Biogrenades A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Biogrenades
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# Bionic Arm A Tech Upgrade. Description. Choose between a very easy to hide weapon, a CQC weapon, or any other small piece of gear as determined by the GM. The bionic arm will be able to transform into the chose piece of gear. It can later be changed by a technician. While hidden, the gear will have the Ghost trait. Activated. Transform the arm into the gear installed, or vice versa.
Bionic Arm
fandom.faith-the-sci-fi-rpg
# Bionic Spy Glass A Tech Upgrade. Description. Cost: 3 points. Activated. Use to extend the Standard Distance range of a weapon to 300 metres (~330 yards).
Bionic Spy Glass
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# Biopolymer A Bio Upgrade. Description. The character has a base armour of 1, and any additional armour is added to it.
Biopolymer
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# Black Safe Box I A Vehicle Customisation Module designed to protect the crew. Description. This module cannot be selected to be shut down through damage or hacking, even if it the last one working in the system. When the crew in the Cockpit is going to suffer damage from an attack on the Cockpit System, reduce that damage by one. Additionally, if the vehicle is destroyed, all the characters in the Cockpit become Traumatised, but they won't suffer any other damage from the destruction of the vehicle. The Cockpit won't be destroyed, and will become a safety capsule. As a safety capsule, this has the characteristics Ghost, and is invisible to Radars - it needs to be seen with the naked eye to be targeted by attacks. It has enough power to sustain its crew alive for one year. A week after the vehicle is destroyed, or sooner if anyone in the vehicle wakes up to operate it, the safety capsule will stop being invisible to Radars, will lose the Ghost characteristic, and will launch powerful SOS signals until it is rescued or a member of the crew turns it off.
Black Safe Box I
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# Black Safe Box II A Vehicle Customisation Module which is functionally similar to Black Safe Box I, but which also includes an automated recovery system. Description. This module cannot be selected to be shut down through damage or hacking, even if it the last one working in the system. When the crew in the cockpit is going to suffer damage from an attack on the Cockpit System, reduce that damage by one. Additionally, if the vehicle is destroyed, all the characters in the Cockpit become Traumatised, but they won't suffer any other damage from the destruction of the vehicle. The Cockpit won't be destroyed, and will become a safety capsule. As a safety capsule, this has the characteristics Ghost, and is invisible to Radars - it needs to be seen with the naked eye to be targeted by attacks. It has enough power to sustain its crew alive for one year. A week after the vehicle is destroyed, or sooner if anyone in the vehicle wakes up to operate it, the safety capsule will stop being invisible to Radars, will lose the Ghost characteristic, and will launch powerful SOS signals until it is rescued or a member of the crew turns it off. Additionally, it is fitted with a small engine that will automatically take itself to the closest friendly location known to the vehicle; if there is none, it will take itself to the last location where the vehicle refuelled.
Black Safe Box II
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# Black Watch A Non-Player Character introduced in the . Black Watch members are members of The Black Watch. Licence. This NPC is not currently licensed for reproduction on this site.
Black Watch
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# Black Watch Thug A Non-Player Character from the . Licence. This NPC is not currently licensed for reproduction on this site.
Black Watch Thug
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# Bleeding out
Bleeding out
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# Bloodhound A type of Ravager Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
Bloodhound
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# Bloodstream AI A Tech Upgrade. Description. 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.
Bloodstream AI
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# Blue Dragon A Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
Blue Dragon
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# Bodyguard An Initiative Talent. Description. Instant. If you are aware of an action performed against another character up to 2.5 metres away, you can choose to become the target of the action instead.
Bodyguard
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# Bounty Hunter A bounty hunter is a Human NPC known for seeking individuals in exchange for a fee. Source Material. The Bounty Hunter first appeared in the Core Set Deck.
Bounty Hunter
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# Bozag's Staff A piece of equipment introduced in , associated with Arka Bozag. Licence. Bozag's Staff is not currently licensed for reproduction on this site.
Bozag's Staff
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# Brain Expansion A Vehicle Customisation Module which helps maximise the individual's ability to execute a skill. Description. Take one unpreventable neural damage to select one of your Attributes, and reset the number of cards you can play with that Attribute this round to its maximum again.
Brain Expansion
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# COSTE
COSTE
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# CQC
CQC
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# CQC weapon
CQC weapon
fandom.faith-the-sci-fi-rpg
# CQC weapons
CQC weapons
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# CQ Weapons
CQ Weapons
fandom.faith-the-sci-fi-rpg
# CRUMBS A Vehicle Customisation Module which prevents a vehicle from getting lost. Description. A Course Retracing Universal Mobile Beacon Systems (CRUMBS) is composed of several deployable beacons that connect to each other in multiple wavelengths, and can pair with most common existing Labyrinth navigation beacons already deployed. It is often used by exploration vessels that are traversing new paths through the Labyrinth, and its beacons can be recovered after the trip ready to be used again in another tunnel. For this reason, finding such beacons is often a sign of danger as it likely means that the ship that deployed them never returned to pick them up (probably because it suffered a horrible accident inside a tunnel smalle than it looked, or it got lost even with the retracing system).
CRUMBS
fandom.faith-the-sci-fi-rpg
# CS
CS
fandom.faith-the-sci-fi-rpg
# CS Board
CS Board
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# Cage Drone A type of miniature Robot manufactured by Wang Corporation, used as an explosives counter-measure. Source Material. Cage Drone was introduced in Zero-G Culture and is not licensed for reproduction on this site.
Cage Drone
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# Calm Pulse A Medical Talent. Description. Instant. Suffer two unpreventable neural damage to ignore damage penalties while performing a Medical action.
Calm Pulse
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# Capital Sector Police Department The law enforcement agency of Tiantang Capital Sector.
Capital Sector Police Department
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# Captain Dozar A Non-Player Character from . Captain Dozar is the owner of Captain Dozar's Sword. Licence. This NPC is not currently licensed for reproduction on this site.
Captain Dozar
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# Captain Dozar's Sword A CQC Weapon introduced in . Captain Dozar's Sword is owned by Captain Dozar. Licence. This weapon is not currently licensed for reproduction on this site.
Captain Dozar's Sword
fandom.faith-the-sci-fi-rpg
# Captain Honour A Non-Player Character introduced in the . The Great Captain Honour is a famous Tiantang vigilante, and prophet of Hexia. Licence. This NPC is not currently licensed for reproduction on this site.
Captain Honour
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# Card
Card
fandom.faith-the-sci-fi-rpg
# Cardan Chamber A Vehicle Customisation Module which reduces the Stress experienced by the crew. Description. The crew in the cockpit automatically succeeds in a confrontation against one Stress. Do not play cards for it.
Cardan Chamber
fandom.faith-the-sci-fi-rpg
# Cards Most RPGs use dice to add randomness into the game. We have decided to use playing cards instead. We wanted players to be able to manage their luck. In FAITH, the players play cards from their hands, always choosing which card they play. This allows players to calculate their chances of success when it is their turn and to create a strategy accordingly. We believe this is an interesting alternative to rolling dice to resolve actions. Additionally, the beautifully illustrated cards of FAITH put the art of the game on the table and in front of the players at all times. They create an immersive experience and allow players to familiarise themselves with the universe of the game, which can be especially hard in a sci-fi setting. Lastly, we have decided to put important pieces of gear and many NPCs on cards as well. With it, we aim to keep players from constantly checking the rulebook to see what they can and can’t do, and remind them of the gear they are carrying. By including illustrations in all these cards, we aim to keep players immersed in the stories they are playing, easing the difficult experience of mentally recreating an interesting science fiction story. Using Cards. 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. Card Suits. There are four suits in the deck: Urban, Wilderness, Space and Operating System (OS), which relate to the types of environments where the characters might be. The use of the suits is described in Playing with Ambience. Regular poker cards can be used following this correlation between the suits: The value of the Aces is one. Urban. Urban includes the environments where the landscape has been heavily modified by a rational species. Wilderness. Wilderness includes the environments where the landscape is of natural origin. Space. Space includes the environments in free fall or 0-G. OS. OS includes virtual spaces inside computers, regardless of their actual physical location. If it is hard to determine the type of environment where the character is (like an abandoned ruined city overgrown by a jungle) it will be the GM who makes the choice. In the previous example, it would make sense that if the character wishes to climb a ruined building, then he is considered in an Urban environment, but if he wishes to hide in the bushes, he is in Wilderness. 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.
Cards
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# Cargo Bay I A Vehicle Customisation Module which allows a vehicle to carry cargo. Description. The vehicle can carry a cargo of 2 tons. It is safe to use with living cargo.
Cargo Bay I
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# Cargo Bay II A Vehicle Customisation Module which allows the vehicle to carry cargo. Description. The vehicle can carry a cargo of up to 20 tons. It is safe to use with living cargo.
Cargo Bay II
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# Cargo Module
Cargo Module
fandom.faith-the-sci-fi-rpg
# Cargo Modules
Cargo Modules
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# Carlus Defort A Non-Player Character from . Commander Carlus Defort is the owner of Defort's Suit. Licence. This NPC is not currently licensed for reproduction on this site.
Carlus Defort
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# Carnivorous Grove
Carnivorous Grove
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# Carnivorous Grove (Boss) A boss-level Non-Player Character introduced in A Garden In Hell Starter Set. Licence. This NPC is not currently licensed for reproduction on this site.
Carnivorous Grove (Boss)
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# Cautious A cautious NPC is one unwilling to take unnecessary risks, and who seeks to ensure they are aware of the implications of acting or not acting before committing.
Cautious
fandom.faith-the-sci-fi-rpg
# Central Bank District Central Bank District is in Wei Sector, Tiantang, as is the home of Tiantang Central Bank.
Central Bank District
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# Chamber of Reminiscence The Chamber of Reminiscence is a ritual chamber in which the iz’kal store their history. Story. Tall and impossibly beautiful, the gates towered above the small party. They were covered in exquisite carvings depicting a beautiful city that was no more. The grand doors, inducing mixed feelings of awe and tranquility, guarded the entrance to the Chamber of Reminiscence, a sacred place in which the Iz’kal stored their history in resonance stones. At first, Keler had been reluctant. Entering the chambers was considered a serious offense - let alone stealing the Greatstone - but after the last meeting he had come to realize that the Council would never support his request unless he had a way of forcing their hand. Finally, he sought out Fassir and agreed to work with him. The plan was simple enough: they would enter the Chamber of Reminiscence on the night of the Reckoning (the anniversary of the night the Korian were annihilated) when no one was guarding it. That was where Fassir’s help would be invaluable. As counselor and guardian of the memories, he was in charge of the keys to the chamber. Keler could sense the unease of his companions as if it was his own, or maybe it was his own uneasiness that tinted all of their thoughts through the hyperlink. He wasn’t sure, but at this point it didn’t matter. Each and every one of them was committed to the plan. Each and every one was aware of the consequences should something go wrong. And they knew that this was what had to be done if they wanted to be heard. Just outside the chamber, Keler took out the crystal key. The size of a clenched fist, the key shone with a pale blue light that casted gloomy shadows around them. He approached the keyhole and inserted the crystal into the square opening. Light radiated from the stone, along the carvings in the doors like rivers flowing through twisted paths. Suddenly, the light vanished and the doors opened in total silence.  They stood at the edge of a large circular pit that extended downwards as far as the eye could see. A thin metal walkway led from the doorway to a spiral staircase situated in the center of the opening, which descended to the bottom of the pit. Additional walkways radiated from the staircase towards the walls at every level. The walls were lined with resonance stones that were the size of skulls. And they were shaped like skulls too, glowing with a tenuous red light, like embers on a dark night. Every step along the walkway was announced by a metallic clang that echoed down the pit, a bright sound that invaded the absolute silence that reigned over the place. As they reached the staircase and began their long trip down, they felt exposed, as though they were being watched by the thousands of stones lining the walls, staring at them with accusatory but vacant eyes.  After a time that felt like an eternity, they reached the bottom of the pit and found themselves facing a low tunnel, a bright white light visible at the other end. Slightly bent so as to avoid the ceiling of the corridor, they walked the short distance that separated them from their objective, their fear and anxiety conquered by a much stronger feeling of reverence. They reached the Chamber of Ascension, the only thing visible in it a prism-shaped crystal that irradiated a bright white light, in spite the rest of the room which was covered in absolute darkness. Keler stretched his hand towards the stone but froze midway. Fear, primal and savage, flooded his thoughts, so intense that for a moment he thought he might faint. As soon as he recovered, he turned around looking for the source of the commotion. His eyes focused on a lone figure standing in the opening of the corridor they had just crossed. Despite its relaxed stance, it was impossible to ignore the threat it posed, and its eyes were unmistakably filled with contempt and the promise of death. Keler’s mind raced as he tried to find a way out of their situation. Even if voidwalkers were as powerful as the stories told, this one was still alone against nine high sevans, powerful and capable casters. His thoughts were quickly echoed by those around him as they prepared to fight their uninvited guest. Keler would have been amazed by the speed with which the figure moved towards his companions, if only he had been alive when it happened. A second figure gently held his lifeless body as it fell, before joining the first in a terrible dance of death. Source Material. This short story first appeared in Rulebook v1.0.
Chamber of Reminiscence
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# Chameleonic Brain A Bio Upgrade. Description. Action. The character can change his affinity to an affinity of his choice by discarding a court card.
Chameleonic Brain
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# Chaoren
Chaoren
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# Chaoren (Boss) A Corvo NPC. NPC. A Boss-level NPC introduced in the Core Set.
Chaoren (Boss)
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# Character 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. It is important for characters to have a desire or a goal that they want to achieve, which is often used as the reason why they go on different adventures and get involved in all kinds of trouble. These goals should not be easily achieved and they should be established with the consent of the GM, allowing her to introduce it as part of the story. It is also important that the goals of all the characters in a group motivate them to adventure together, otherwise the group will feel divided. It is usual for a group of players to spend an evening coming up with the stories of their characters and setting up their character boards, while the GM plots her storyline. Think about what kind of character you would want to be if you had the chance to star in a 300 million dollar sci-fi film. There are no limits to the scope of an RPG. 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: 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. It is recommended that for your first experience of FAITH: The Sci-Fi RPG you do not start with an Advanced Character. 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 experience. It is recommended to do so not more than once per session and at least once every two or three sessions, but it is ultimately up to the GM’s discretion. Have all players say out loud what they think each character’s 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. Additionally, characters get one experience point to acquire Upgrades or to improve Attributes. The GM can decide to award an additional experience point to players that do something extraordinary or achieve important objectives. Attributes have a cost on experience points equal to twice the level they currently have. Upgrades have different costs and each type has different requirements to be used or acquired. Health and Damage. Characters have physical health and neural health. The physical health of a character is equal to twice the value of his Constitution and his neural health is equal to twice the value of his Mind. Damage Counters. There are two types of damage: physical and neural. Each type of damage has its own token. To keep track of the damage a character has suffered, place the corresponding tokens on top of his character board. Alternatively use the character sheet to track damage. Each counter of damage, of either physical or neural, gives the character a -1 to every Skill to a minimum of 0. Physical Damage. Physical damage is inflicted by physical means: weapons, tools, fists, etc. Each counter of physical damage counts as -1 to the physical health of the character. While in normal health state, one physical damage counter can be discarded per week of in-game time after it has been suffered. Neural Damage. Neural damage can be inflicted by means such as concussions, Divine Upgrades, viruses, link attacks, , 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. ACS Damage. ACS damage is inflicted by electronic means, be it through Hacking actions or electrical waves from a . It can only affect gear and robots with an energy value and when a device suffers as much ACS damage as its energy it is shut down. Adaptive Circuit Severance (ACS) is the term used for the electrical overload of microprocessors after they are affected by corrupting Hacking routines, and also by certain types of electromagnetic waves typically associated with neural weapons. Armour. Characters may have means of reducing the damage they suffer. Some pieces of equipment 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. Bleeding Out. A character is bleeding out when his physical health is below 0. Characters can perform actions and engage in confrontations while bleeding out. After performing the action they will immediately receive one physical damage counter. NPCs will generally ignore characters that are bleeding out until they have taken care of all other threats. Traumatised. A character is traumatised when his neural health is below 0. The character is unconscious and will not regain consciousness until he receives enough medical attention to discard enough neural damage counters to have neural health 0 or above. 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.
Character
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# Characteristics
Characteristics
fandom.faith-the-sci-fi-rpg
# Characters
Characters
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# Charge A CQC Talent. Description. If after a Running action you are within CQC reach of an opponent, you can immediately perform a CQC action and if successful, you will deal one additional base damage.
Charge
fandom.faith-the-sci-fi-rpg
# Charmer A Cunning Talent. Description. Gain one advantage towards social interactions with the type of character you have chosen, for as long as they can see and hear you.
Charmer
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# Cho Bei A Non-Player Character from . Cho Bei uses a Shamayin rig, and is the the current CEO of Wang Corporation. Licence. This NPC is not currently licensed for reproduction on this site.
Cho Bei
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# Cleansing Drone A type of miniature Robot manufactured by Nation’s Solution, used for removing biological traces from an environment. Source Material. Cleansing Drones were introduced in the , and is not currently licensed for reproduction on this site.
Cleansing Drone
fandom.faith-the-sci-fi-rpg
# Cloaking I A Vehicle Customisation Module which increases the Stealth of the vehicle. Description. The whole vehicle gains Ghost (does not appear on LinkWave Radars. It can still be hacked using other methods or through LinkWave if the hacker locates it accurately). Additionally, you cannot be the target of Searching actions in the 1000 km range.
Cloaking I
fandom.faith-the-sci-fi-rpg
# Cloaking II A Vehicle Customisation Module which increases the Stealth of the vehicle. Description. The whole vehicle gains Ghost (does not appear on LinkWave Radars. It can still be hacked using other methods or through LinkWave if the hacker locates it accurately). Additionally, you cannot be the target of Searching actions in the 100 km or 1000 km ranges.
Cloaking II
fandom.faith-the-sci-fi-rpg
# Cloaking III A Vehicle Customisation Module which increases the Stealth of the vehicle. Description. The whole vehicle gains Ghost (does not appear on LinkWave Radars. It can still be hacked using other methods or through LinkWave if the hacker locates it accurately). Additionally, you cannot be the target of Searching actions in the 10 km, 100 km and 1000 km ranges.
Cloaking III
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# Close Quarters Combat The Close Quarters Combat (CQC) Skill must always be used when fighting enemies within a 2 metre (~6.5 ft) radius of the character, regardless of the type of weapon used. When using the CQC skill, characters have to choose one of two different CQC actions. Hitting. Using Dexterity, the character employs martial arts knowledge to hit and deflect attacks. A successful Hitting action causes damage to its target. Grappling. 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 enemy and physical damage represents the attacker trying to deal lethal damage. When a CQC action a weapon is successful, the attacker deals as many points of damage as his Constitution of the type of damage chosen previously. If the attacker is wielding a weapon he will cause the physical damage specified in the weapon description instead. Improvised weapons will cause physical damage and/or give advantages to attacks as determined by the GM. If a CQC action achieves a decisive success it will cause one extra point of damage and if it achieves a critical success, double its usual damage.          
Close Quarters Combat
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# Coalition Library Properly known as the Corvo-Iz'kal Coalition Library and Archives, the Coalition Library is a key agency in maintaining the alliance against the Ravager. With branches in every major centre of Coalition operations, the Coalition Library collects and manages any and all information it can that relates to the Coalition, operations, and the Ravager. Objectives. The Coalition Library has three primary objectives: It has been said that this avoids making the primary mission of the Coalition Library clear: the Coalition Library is the intelligence collation and distribution agency of the Coalition. Whilst intelligence may be gathered by field operators, and different agencies from different cultures, anything that is deemed relevant - and this is routinely very broadly interpreted because of the reputation of the Coalition Library - is submitted to the system. Operations. The main Coalition Library is based in Tiantang Capital Sector, in the Coalition District. It's building is large and impressive, but understated, and highly functional, and 15,000 employees work there on a day to day basis, ranging from professional information scientists, data operators, military specialists and experts in a range of academic fields who all bring their knowledge and experience to bear on the problems they face. There are "branches" based in other Coalition training and support centres, and "mobile libraries" which deploy into the field on operations. Staff are organised into five directorates, plus the Office of the Principal Archivist: Acquisitions Directorate. The Acquisitions Directorate, (often known as AD) and headed by the Deputy Principal Archivist (Acquisitions), is responsible for collecting information, publications, transmissions and other data. They have staff on detachment from, and staff who are detached to, organisations such as Savak, the State Defence Force, the Great Army of Tiantang, and the Raag High Council. Less visibly, AD have relationships with organisations such as the Human Front and others who share information because the Library has a reputation of being trustworthy and never compromising other organisations operations. However, this occasionally brings them into conflict with the official agencies who feel that preventing, for example, Human Front 'terrorist' activities, should be a prioritity, as opposed to the objectives of the Coalition. Curation Directorate. This directorate is responsible for organising, analysing and collating the information from Acquisitions into meaningful, searchable and analytically meaningful systems, which allow them to answer the questions that operators are asking. A key team, Discovery Operations, are responsible for indentifying new patterns which could help in the fight against the Ravager. Headed by the Deputy Principal Archivist (Curation), Curation uses a variety of tools, including near-AI systems, to turn raw information into shapes which benefit people. Distribution Directorate. The Deputy Principal Archivist (Distribution) and their team are responsible for ensuring that the information and patterns discovered by the Curation Directorate get to the front line, information strategic leaders, and facilitate effective operations against Ravager forces. Infrastructure Directorate. The Infrastructure Directorate is responsible for the systems and equipment necessary to facilitate the activities of the three main directorates. Headed by the Assistant Principal Archivist (Infrastructure), infrastructure have created and maintain the computer systems, databases, synthetic intelligences, transmission systems and "the Link". The Link consists of a fleet of stealth ships which traverse the Labyrinth to keep the Library branches synchronised, and to transfer Distribution staff between locations. Resources Directorate. The Assistant Principal Archivist (Resources) is responsible for managing employees and the finances of the Coalition Library's extensive operations. This includes maintaining security and handling internal affairs. The RD is also responsible for maintaining the main Library, branches and mobile libraries. Office of the Principal Archivist. OPA is responsible for overseeing the operations of the five directorates and coordinating their activities. It is headed by the Principal Archivist, and includes public relations, policy development, and media teams. The OPA's media team is well known for it's cooperation with Corvo's most popular broadcaster on the hit show, "Archives Save Lives", which portrays the organisation's combat librarians and acquisition operatives in a very favourable light. It is headed up by the Principal Archivist.
Coalition Library
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# Coalition Tech A Non-Player Character introduced in the . The Coalition Tech is a member of The Coalition. Licence. This NPC is not currently licensed for reproduction on this site.
Coalition Tech
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# Cockpit Module
Cockpit Module
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# Cockpit Modules
Cockpit Modules
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# Cognitive Assistance A Vehicle Customisation Module which reduces the amount of effort required for people operating a single system. Description. Each member of the crew can use one module per round as a passive action, but only if it's in the same system as the module they used with their regular action.
Cognitive Assistance
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# Cold Blooded Hacker A Hacking Talent. Description. When performing a Hacking counteraction against a Ballistic action that targets you, gain one advantage.
Cold Blooded Hacker
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# Command Module
Command Module
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# Command Modules
Command Modules
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# Commander Lao A Non-Player Character from . Licence. This NPC is not currently licensed for reproduction on this site.
Commander Lao
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# Confrontation 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 (see failure).Example:  Edward is trying to infiltrate an enemy base. He finds a lonely guard at the end of the corridor in front of the door he must cross. The guard is unaware of Edward’s presence so there cannot be a confrontation; anything Edward does to him will succeed. Edward shoots him with his silent weapon. Suddenly, the GM plays a card from her hand, a very powerful 10. Edward looks at her distressed. If he misses the shot, the guard could be alerted and the mission will be compromised. Edward has Ballistic 6 and Dexterity 2, and his weapon grants him one advantage. On the other hand the GM has an initial action value of 0, plays 2 cards (same as the Attribute used by Edward) and has two advantages. Edward is in inferiority and therefore he can only play 1 card. If Edward wins the confrontation, he kills the guard without drawing any attention. If the GM wins the confrontation, it will be up to her to describe the failure. She could say that Edward’s gun has a malfunction and he will be forced to fix it or find another way around the guard, or she could say that Edward shot misses, alerting the guard. Confrontations Between Characters. When a character is going to be affected by an action and he is aware of it, he may decide to confront that action. He must explain what action he is performing as a countermeasure and determine what Skill and Attribute his action relates to. A countermeasure must be able to make the confronted action fail: by damaging the attacker’s target; by affecting his senses, capacities or equipment; by getting the character into a position where the action he is confronting cannot reach him, etc. A Hacking action can be stopped by hacking the rig that is being used to attempt the attack, or a character can be stopped from hitting his target by blinding him. If there is conflict about the appropriateness of an action as a countermeasure in a confrontation, the GM must decide if it is appropriate or not before allowing the players to resolve the confrontation. If it is not, the confronting character can attempt a different action or be affected by the action as normal.
Confrontation
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# 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."Example:  Edward is trying to infiltrate an enemy base. He finds a lonely guard at the end of the corridor in front of the door he must cross. The guard is unaware of Edward’s presence so there cannot be a confrontation; anything Edward does to him will succeed. Edward shoots him with his silent weapon. Suddenly, the GM plays a card from her hand, a very powerful 10. Edward looks at her distressed. If he misses the shot, the guard could be alerted and the mission will be compromised. Edward has Ballistic 6 and Dexterity 2, and his weapon grants him one advantage. On the other hand the GM has an initial action value of 0, plays 2 cards (same as the Attribute used by Edward) and has two advantages. Edward is in inferiority and therefore he can only play 1 card. If Edward wins the confrontation, he kills the guard without drawing any attention. If the GM wins the confrontation, it will be up to her to describe the failure. She could say that Edward’s gun has a malfunction and he will be forced to fix it or find another way around the guard, or she could say that Edward shot misses, alerting the guard."   Confrontations Between Characters. When a character is going to be affected by an action and he is aware of it, he may decide to confront that action. He must explain what action he is performing as a countermeasure and determine what Skill and Attribute his action relates to. A countermeasure must be able to make the confronted action fail: by damaging the attacker’s target; by affecting his senses, capacities or equipment; by getting the character into a position where the action he is confronting cannot reach him, etc. A Hacking action can be stopped by hacking the rig that is being used to attempt the attack, or a character can be stopped from hitting his target by blinding him. If there is conflict about the appropriateness of an action as a countermeasure in a confrontation, the GM must decide if it is appropriate or not before allowing the players to resolve the confrontation. If it is not, the confronting character can attempt a different action or be affected by the action as normal. Action Value. The action value is an action’s 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. 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.  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 total number of cards played by a character during an initiative round can never be higher than the Attribute used, regardless of the number of actions performed using that Attribute (unless specified otherwise by another rule). Inferiority. Advantages (+) represent having a form of upper hand over an opponent, while disadvantages (-) represent difficulties or hindrances a character can have when trying to perform an action. Both can be gained through roleplaying, through equipment, or through Upgrades that grant them. Each disadvantage cancels one advantage, and if the character has no advantages to be cancelled, it gives one advantage to the character confronting him. During a confrontation, the characters that have the least advantages will be in inferiority and, as a result, will have the maximum number of cards they can play reduced by one. In case of a tie, all characters will be able to play the normal amount of cards. The GM can also be affected by advantages or disadvantages. A character can be considered in an advantageous situation when he is undercover, when his enemy is restrained, when he enters a room undiscovered and catches other characters with their guards down, when he is in a higher position than his enemy, etc. A character can gain advantage from several sources at the same time or even several advantages from the same source if the benefit it provides is very strong. There are so many possibilities that it is the job of the GM to determine how and when to grant advantages or disadvantages to characters. The Jokers. 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. A joker card still counts towards the maximum number of cards the GM (or NPC) can play, and the card nullified by the joker still counts towards the maximum number of cards the character can play. 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. Levels of Success. Success. 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 should be twice as good as the effects of a regular success.Erica and John shoot at each other. After playing all their cards, taking into consideration all the action value modifiers, the final action values are 31 for Erica and 19 for John. Additionally, the last card played by Erica was a 13. Erica outperforms John by 12 points and the last card she played was a court card, so she achieves a critical success. She does twice the damage of her weapon to John. This represents a headshot or a shot to some other vital area. 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. When a character fails an action against another character or the GM, it is typical to have the failed action simply fail. If it is a Shooting action, the bullet misfires or misses its target. If it is a Repairing action, the mechanic simply fails to repair it. If it is a Hacking action, the hacker is not able to override the defences of the device or his rig momentarily fails. However, when the GM confronts and defeats a character with a critical success, she can get creative. If it is a Shooting action, the weapon is jammed and the shooter cannot use it anymore until it is fixed, or the shooter hits a friendly character that was in close proximity to his target. If it is a Repairing action, the mechanic could have damaged the device even more and further Repairing actions could be more difficult or impossible. If it is a Hacking action, the hacker’s rig might break down or be infected by a virus. Resolving a Confrontation. To resolve a confrontation, players must always follow the same steps. In order to keep gameplay streamlined, it is important that each participant of a confrontation says the value of their action out loud each time they play a new card. This way nobody is forced to calculate the value of the action of his opponent every time he plays a card. 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. To resolve a multiple confrontation, calculate the final action values of each of the characters involved and the GM if she participates. Calculate the successes or failures of all confronting characters individually against the character that performed the initial action and apply them according to the normal success rules. If the GM wins her confrontation, the action of the character she confronted fails regardless of its success against other characters. Note that even if an action itself is a failure, it still causes all confronting actions with a lower value to fail. If a character is in Inferiority against only some of his opponents, he can still play his last card, which will only modify the value of his action against those opponents that do not have advantage over him. Similarly, the effects of decisive or critical successes are calculated and applied individually against each opponent.
Confrontations
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# Constitution A character attribute. Description. 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. Use. Sometimes used with Athletic, EVA, and Survival.
Constitution
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# Contacts A Profession Talent. Description. You gain one advantage when using Declaring Story Details for introducing to the story a character related to your Profession.
Contacts
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# Contractor A Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
Contractor
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# Copycat A Divine Upgrade offered by the god Ledger. Details. Copycat works exactly as one Divine Upgrade from any other God. The chosen Upgrade is placed on the character sheet as if it were from Ledger. The soulbender can only have one Divine Upgrade obtained with Copycat at the same time.
Copycat
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# Corax A type of Corvo NPC. Level 2. The Level 2 Corax features telekinesis. Level 3. The Level 3 Corax features Touched by Chaos. Source Material. The Corvax was introduced in the Core Set Deck.
Corax
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# Corball Corball is the most extreme sport there is and it is by far the most popular one in the Corvosphere. It started as a training exercise for EVA operators during the early stages of the construction of the Dyson Ring, but an investor saw lots of promise in revisiting the exercise as a competitive sport. It soon became the favourite of the workers in the stations and started to be broadcasted in the home planet of the Corvo, Quanjie, as well. Today it is seen and played all around the Universe, but the playing fields in Tiantang are still the biggest, and it is there where the Universal Championships are held. Corball consists of two or more teams of 5 members each. Players wear deployment suits and are fired at incredible speeds using railguns that put them in orbit around a moon or asteroid without atmosphere. They remain in orbit at high speeds until they are somehow stopped. There are several railgun rings distributed around the moon as well, which players can use to increase or decrease their speed, while they control their flight with their deployment suits.  Teams must compete for the control of a ball. The matches have a duration of 20 minutes and a team scores a point for every full minute that the ball is under their control, without interruptions. The team with the most points at the end of the match wins. No weapons are allowed, but it is a full contact game in which players physically assault each other for control of the ball, to defend their carrier (the player in control of the ball), or to send someone to their death against a pillar or one of the many asteroids in the way. It is not uncommon for some of the players to die during the match. Hacking other players’ deployment suits is allowed, although it is a rather dangerous strategy as flying at thousands of kilometres per hour in an asteroid field requires all of the player’s attention to make it out alive. If a player moves too far from the ball, their suit will shut down and they are forced to leave the game until the players pass by an area in which they can rejoin along with reserve players.  Additionally, players can spend points gained in the match to launch orbital attacks against certain areas of the moon field, dropping dozens of explosive projectiles and often incapacitating or killing the majority of players caught in the blast. This established the corball motto, “the safest place is under your opponent,” and forces all players to stick together, as those that overtake or stay behind the pack are the ones likely to be targeted. Spending points is a risky move, however, and more than one match has been lost by a team targeting opponents who had been left behind and then losing the ball to the opponents who were nearby. The violent and frantic gameplay and the stunning looks of the players make corball matches mesmerizing events that shut down the entire Corvosphere for their duration. Many people spend all their time and money following their favourite team. Corball players are among the most famous people in the Universe, their daily lives a reality show that can be seen by anyone willing to pay. The richest fans can afford access to the sensorial feed that is recorded by the players’ cortex connectors, allowing them to feel everything the player feels, and some corvo have spent entire fortunes living the lives of their favourite players.
Corball
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# Core Book 2.0 Core Book 2.0 is the second edition of the rules and universe for FAITH: The Sci-Fi RPG. Licence. Core Book 2.0 is not licensed for direct quotation on this site.
Core Book 2.0
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# Core Concepts The game of FAITH is based around two main ideas: ●     Roleplaying is mostly based upon social interactions between the players. The personality and body of knowledge a character should not be imposed by rules, but by playing the role of that character. 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. We have included a mechanic in the game to reward good roleplay. The Gods represent moral paths, and players who continuously roleplay following their chosen morality are rewarded with powers and glory. Players whose characters’ personalities are not consistent will not be able to access those special abilities. ●     Roleplaying should be a narrative experience where the characters usually perform all their actions successfully and the players will only need to stop to use the mechanics of the game when the possibility of failing is dramatically interesting. 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 GM’s 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.
Core Concepts
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# Core Module
Core Module
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# Core Modules
Core Modules
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# Core Set The Core Set consists of the , and Rulebook v1.0.
Core Set
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# Core Set Deck Technically, two decks: the and the , and part of the Core Set.
Core Set Deck
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# Cortex Connected A Vehicle Customisation Module which enables cortex connected control of the vehicle. Description. The vehicle's control system changes to cortex connected.
Cortex Connected
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# Cortex Connector A Cortex Connector is a computer connected directly to the brain, installed inside the skull cavity.
Cortex Connector
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# Cortex Connector (Disambiguation) Cortex Connector might refer to:
Cortex Connector (Disambiguation)
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# Cortex Connector 1.0 A Tech Upgrade. Description. You can connect and use one cortex connected piece of gear. You can use it to hack, but only other devices connected to the Internet (ie. it cannot be used to hack non-rig gear, as those are not connected to the Internet and are only accessible to hackers through LinkWave), and it cannot perform DoS actions. Additionally, it allows you to understand any language you hear; it will also translate written languages into your own language (you will always see everything written in your own language: signals, logos, books etc...). This doesn't impart the ability to imitate speech that your anatomy is not equipped for; other than that, you can freely communicate with any sentient being who has a spoken language.
Cortex Connector 1.0
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# Cortex Connector 2.0 A Tech Upgrade. Description. It works just like a Cortex Connector 1.0 upgrade, and additionally you can have as many Cortex Expansions installed as your Link.
Cortex Connector 2.0
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# Cortex Expansion
Cortex Expansion
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# Cortex Expansions
Cortex Expansions
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# Cortex connected
Cortex connected
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# Cortex connector
Cortex connector