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fandom.faith-the-sci-fi-rpg | # Corvo
| Corvo |
fandom.faith-the-sci-fi-rpg | # Corvo History
Modern corvo are the only extant members of the Corvacius Clade, a branch of great koomos characterised by erect posture and bipedal locomotion, manual dexterity, and increased tool use, and a general trend towards larger, more complex brains and societies.
The oldest specimen known in the corvo ancestry is about 120,000 years old. The Corvo began to exhibit evidence of behavioural modernity around 30,000 years ago, after which they soon occupied most of their planet. The spread of the Corvo had a profound impact on every environment they urbanised.
The general growth of the Corvosphere has always been exceptionally fast. This is because the Corvo are adept at finding new solutions to new problems: the exploitation of their planet’s resources was well underway when they set their eyes on asteroid mining and energies more efficient than fossil fuels. The corvo CEOs keep sight of the long term plans of their businesses - perhaps it was their long life expectancy that gave them the necessary perspective. This is why they understood the value of investing in R&D, and it was space that proved to be the bottomless mine that their economies needed. “The Corvo have created a new civilisation for a new millennium. They have taken their cities to space, where they can feed from what is virtually an eternal source of energy. No longer coerced by the weather, the availability of land, the changes in tectonic plates, the atmosphere or any other planetary problems. They expand without restraint through the Labyrinth, from where they can obtain any amount of resources whenever needed.The Iz’kal accuse them of having unsustainable exponential growth, but with the discovery of the Labyrinth, growth is no longer a liability - it is a necessity. Who knows who else is out there? What species and what powers might one day come out of an unexplored region of the Labyrinth. The Corvo are doing what they must for their survival. Holding hands and rainbows are all fine until you are conquered by a stronger foe, after which the only thing your hands will hold will be a pick and a shovel, and you will be forced to terraform your lovely planet to some strange creatures’ climate, hoping that once you are done you might be able to at least breathe what they breathe.The Iz’kal have to stop working with dated concepts from single-planet economies. The Labyrinth is the most dangerous thing to ever occur to our species, but it is also an opportunity. History will prove who is right. The Iz’kal should work harder if they want to write a few pages of it.” - excerpt from “A Free Society,” Abbas al Din, iz’kal dissident and statistician at The Union
Space Age.
The Corvo began their space age 2,000 years ago when Liu Liwei became the first corvo to enter outer space. Five corporations of three different countries with a common vision signed a deal for long term collaboration. They were looking for what they thought would make them indispensable to the future of their species: an endless energy source. At least for the next billion years, which seemed like enough. Their plan was to establish a ring of solar powered satellites around the sun (a Dyson ring in human jargon) and send the energy back to their planet with a system of microwaves. These satellites would receive solar energy every single second they were operative, with none of it being lost to the atmosphere nor to other celestial bodies that could stand in the way. Thousands of corvo workers and technicians moved to space bases that became part of the Dyson ring.
This new system was extremely costly, but it had transformed the corvo economy well before it was even completed. The five corporations merged into a single entity which eventually became the first corvo megacorp: it was known as Jiaoyang and it took over more than 60% of all businesses.
There was a complication. Each satellite could only provide so much energy, and the subsequent rapid expansion of the Corvo required more energy than what the Dyson ring could provide. Thus was the beginning of a great recession, known as Sundown. The public accused Jiaoyang of creating a monopoly over the Dyson ring’s energy production, which ultimately lead to the crisis. These accusations damaged their reputation and caused their stock prices to fall hard.
Jiaoyang could not continue to expand the Dyson ring. There was a shortage of materials which could only be provided by the two corporations that had taken over the real estate of the remaining rocky planets in the system. Jiaoyang had to agree to open the Dyson ring to other businesses, and the free commerce treaty that was signed set the basis for a truly free and competitive economy. On the other hand, the two corporations that had unilaterally claimed the land of two whole planets were found guilty of not operating within the free market, and they were sold for parts by their shareholders. Jiaoyang split into two companies: one that focused on the maintenance of the satellites and the workers’ bases, and another one in charge of providing services to new companies and workers that needed astronaut training and transportation to the Dyson ring.
Both the planets and the Dyson ring became places of investment and growth, resulting in the erasure of the previous patronage system. Thousands of companies started to work on the Dyson ring to produce energy, to perform maintenance work for the satellites, and to provide services to the ever-growing population of workers. Others worked on the mining sites of the neighbour planets, which were otherwise mere rocks where life could not exist.
Tiantang, a Space Based Economy.
With enough material to keep up with the expansion of the Dyson ring, its growth was almost exponential. The ring was finally completed, and it was named Tiantang. The Corvo had mined two planets to their core, and with a condensed ring of space stations and satellites at 1AU of their star, almost half the corvo population had chosen to move to live and work in Tiantang or nearby mining bases. Not only had the majority of the industry and services moved to space, but also their entire financial system. In a genius move by several megacorps, they had the stock and currency markets moved to Tiantang, which resulted in a delay of 3 light minutes as information travelled from Tiantang to Quanjie, and forced all planetary corporations to be unable to compete in the big leagues.
All the important and well paid jobs were in Tiantang, and many service companies moved to space stations in the ring. Quanjie was slowly but surely depleted of its most capable citizens and industries, as well as most of its resources.
The need for material things, for new software, entertainment, energy, and resources, was ever growing. The CEOs of the largest companies were well aware of what would happen to their economy if they could not keep up with their growth.
The Artificial Wormhole.
When it seemed like the corvo expansion had reached its limit, exhausting most of the resources available in their solar system, the great mind of Mehdi Ben and his team of scientists found a solution: they claimed that with enough energy output they could create a wormhole. Creating a wormhole is the summit of all technological advances in space travel engineering. No form of energy has ever been able to push the speed of a manned spaceship even close to of the speed of light, and thus wormholes were the only theoretical way to travel between star systems within the lifespan of any of the recognised sentient species.
The creation of a wormhole is the most complex task known today and can be highly dangerous. It requires the presence of matter with negative mass, which can be either created or found in regions of space known as N-regions, in which mass arbitrarily changes from positive to negative. Creating this form of matter is extremely expensive, and thus a relatively close N-region is normally sought when planning the creation of a new wormhole. It also needs an enormous amount of energy to be continuously fed into it in order to stay stable and not collapse upon itself.
Mehdi Ben convinced several megacorps to invest heavily into his concept. If it worked, they could create a door to a whole new star system, full of the resources and job opportunities they needed.
What Mehdi Ben did not tell his investors was that it was impossible for him to choose where the the wormhole would lead to. The only conclusion they could reach based on their experimental data was that the other end of the wormhole would open at a nearby N-Region. While they are scarce, most star systems have one of these regions within a week of subluminal travel. N-regions become more scarce the further you are from a star, though the reason for this relation has not been discovered yet.
This was enough assurance for Mehdi that the wormhole would take them close enough to another star system and its resources. He knew the risks of telling this to the shareholders, who would appreciate money more than a leap of faith, so he kept it a secret from everyone.
When the wormhole was created, something completely unexpected happened. Instead of taking them to an uncharted N-region, it took them to a natural wormhole that was connected to thousands of points throughout the Universe, thus creating an artificial connection between their location and countless others. This was a success beyond what their wildest theories had predicted. The corvo businesses and people now had an open door to the Universe, which they called the Labyrinth.
Now.
The Corvo now use the Labyrinth to create new colonies wherever they find habitable planets, and mine dozens of planets and asteroid rings for Tiantang, their ever growing Dyson ring. Some dream of creating a solid sphere around the star, which would allow them to collect virtually all of its energy output without any loss. Although this would require creating a surface area several billion times that of the surface of a planet, something scientists see as impossible now and highly unlikely in the future, the Corvo are not a people who take a no for an answer and the Dyson ring keeps growing every year.
The Corvo have expanded to other worlds in other star systems and have built new homes for their people. Millions of corvo inhabit hostile worlds where they spend their lives mining vital minerals. It is also believed that wonderful planets have been discovered, that are now inhabited by only the richest corvo.
| Corvo History |
fandom.faith-the-sci-fi-rpg | # Corvo Stock Exchange
The most important district in Tiantang CS, and perhaps in all of Corvo space, even above the Board District or Megacorp offices, the Corvo Stock Exchange, also known as COSTE, is a large gyro-zhan, entirely dedicated to computer rooms and CC stations, where Corvo brokers, investors, and billionaires watch the ups and downs of the currency and property values of the whole Corvosphere. In these rooms, fortunes, lives and corporations can be made, lost or traded from one minute to the next.
Most of the districts populations are round-the-clock COSTE desk workers, with the task of handling sales, acquisitions and collections, dealing with hundreds of thousands of customers all over the district.
Since inter-sector trade is incredibly expensive by Megacorp policy, most COSTE members are the same wealthy elite that already resides in Tiantang CS. However, many lower-rank investors visit the sector daily to conduct local stock exchanges and transactions. These 'investment trips' may take several days as visiting investors struggle to make a profit or secure a deal.
The COSTE also employs millions of low-class Corvo skullers from many other sectors to power its networks. These skullers are linked to the COSTE network from their local office's cryo-tanks, but remain asleep during their work hours and can only wake up if they disconnects so they closest they come to the big money is, literally, in their dreams.
| Corvo Stock Exchange |
fandom.faith-the-sci-fi-rpg | # Corvosphere
The Corvosphere is the amalgamation of everything corvo related, from the planets they inhabit, their spacecrafts, and their mines, to their art, culture, and technology. It is considered to be every single thing that is related to and sometimes affected by the influence of corvo society.
Rebel fleets, pirates, anarchists, and any other groups who do not accept the ways of common corvo society are not considered part of the Corvosphere.
See Also.
Playing in the Corvosphere
| Corvosphere |
fandom.faith-the-sci-fi-rpg | # Counterstrike
A Ballistic Talent.
Description.
Your Attribute determines the number of cards you can play from your hand per action - not per round - when using Ballistic, but you will suffer one disadvantage at every Ballistic action after the first one.
| Counterstrike |
fandom.faith-the-sci-fi-rpg | # Crafty
A Survival Talent.
Description.
Gain one advantage towards crafting simple tools, refuges or other survival items. You are also more likely to find adequate materials, or make up alternatives to those missing on the spot.
| Crafty |
fandom.faith-the-sci-fi-rpg | # Criminal
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Criminal |
fandom.faith-the-sci-fi-rpg | # Critical success
| Critical success |
fandom.faith-the-sci-fi-rpg | # Cryopool
A Vehicle Customisation Module that allows a vehicle to transport living creatures in a form of long-term stasis.
Description.
A Cryopool operates using the same principles as a stasis chamber, but it is a lot larger and can host lifeforms up to 5 metres tall, 3 metres wide and 2 metres deep. It is often made of reinforced carbon-steel structures, and is capable of safely containing all but the most dangerous creatures of the universe.
| Cryopool |
fandom.faith-the-sci-fi-rpg | # Cryostasis Chamber
A Vehicle Customisation Module that enables crew to be held in stasis on long journeys.
Description.
Each cryostasis chamber holds up to five crew members. Characters in cryostasis are in deep sleep and cannot do anything, but they do not age. They can set different parameters to wake up (time limit, alarms, when the ship receives a message, when it is attacked, etc...). A character who wakes from cryostasis takes two unpreventable neural damage.
| Cryostasis Chamber |
fandom.faith-the-sci-fi-rpg | # Cryostatic Serum
Medical equipment introduced in the .
Licence.
Not currently licensed for reproduction on this site.
| Cryostatic Serum |
fandom.faith-the-sci-fi-rpg | # Crypsis Suit
A Crypsis Suit is a type of Suit Equipment which a Character may equip.
Origin.
The Crypsis Suit was introduced in the Core Book 2.0.
| Crypsis Suit |
fandom.faith-the-sci-fi-rpg | # Crystal Abyss
The Crystal Abyss is a secred network of deep caves and tunnels on Heimis where the Raag evolved. The deepest parts of the Crystal Abyss are the location of the Surani.
| Crystal Abyss |
fandom.faith-the-sci-fi-rpg | # Cunning
Cunning represents a character’s ability to hide, move silently or don a disguise.
Use.
Most often used with Agility when hiding or being quiet, or with Mind when used to lie or find out a lie.
Deception.
Action. Cunning can be used when characters attempt to lie convincingly, pretend to know something they don’t, or when convincing other characters of something. Players are encouraged to use good roleplaying to maximize their chances of deception, and only use a Cunning action as a last resort.
A successful Deception action may improve an NPC’s disposition towards a character, or allow someone to get a read on another character's true intentions. However the effects of a Deception action are ultimately up to the GM.
Social Interaction.
(From Core Book 2.0).
Passive action. A successful action may improve an NPC's disposition towards a character, allow the character to read someone's true intention, or other suitable effect. However, the full extent of a successful Social Interaction are ultimately up to the GM.
| Cunning |
fandom.faith-the-sci-fi-rpg | # Curie
A which causes radiation damage introduced in Core Book 2.0.
Licence.
The details of the Curie are not currently licenced for reproduction on this site.
| Curie |
fandom.faith-the-sci-fi-rpg | # Cyb-One
Cyb-One may refer to:
| Cyb-One |
fandom.faith-the-sci-fi-rpg | # Cyb-One (NPC)
A Non-Player Character introduced in the .
Cyb-One soldiers are eponymous with the Cyb-One district on Tiantang they protect.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Cyb-One (NPC) |
fandom.faith-the-sci-fi-rpg | # Cyb-One (district)
Cyb-One is a high-class, elite district on Tiantang, known for being protected by eponymous cyborg soldiers, the Cyb-One.
| Cyb-One (district) |
fandom.faith-the-sci-fi-rpg | # DAMN Agent
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| DAMN Agent |
fandom.faith-the-sci-fi-rpg | # DNA Regeneration
A Bio Upgrade.
Description.
The character’s life expectancy is three times the life expectancy of his species, aging four to five times slower. Additionally, the character is less subject to mutations and gene related illnesses.
| DNA Regeneration |
fandom.faith-the-sci-fi-rpg | # Damage counters
| Damage counters |
fandom.faith-the-sci-fi-rpg | # Dao
Gentleman Dao, also nicknamed 'the Ruthless Knight', is the Captain of the Hwang Tong in Gu.
Like most Hwangs, Dao is a domineering bully, who loves lording it over others but is quite capable of solving matters with his own fists, with which he has personally killed at least fifty people, including three humans.
Gentleman Dao is loyal to Honcho Hwang and the rest of the gang bosses, but he is quite ambitious and aspires to become a Tiantang-wide boss. His first goal is to purge Gu of the Zhui and Dragonfly gangs, leaving it entirely under the control of the Hwang Tong. Thus, he's always willing to do business with anyone ready to hurt any of Hwang's rivals.
Gentleman Dao doesn't like the police, and the feeling is mutual. His policy is killing law officers rather than buying them out, and he has greatly contributed to the general climate of lawlessness that pervades Gu Sector.
| Dao |
fandom.faith-the-sci-fi-rpg | # Data Storage
A Cortex Expansion.
Description.
This expansion will allow you to store and access any information that was available to your the last time you had access to the Internet as if you were still connected. The information will not update until you reconnect to the Internet.
| Data Storage |
fandom.faith-the-sci-fi-rpg | # Dawn Dog News
A legendary news team who busted open the existence of the House of Depravity.
Since the newscast, all of the crew have disappeared or died.
| Dawn Dog News |
fandom.faith-the-sci-fi-rpg | # Death Blow
A CQC Talent.
Description.
Activated. Your next Hitting action ignores one point of armour.
| Death Blow |
fandom.faith-the-sci-fi-rpg | # Death Dancer
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Death Dancer |
fandom.faith-the-sci-fi-rpg | # Death of Faith
A Divine Upgrade (v1.0) or Divine Power (v2.0) granted by the God Vexal.
Description.
V1.0.
Sustained. Suffer two neural damage.
The soulbender can choose a character in his line of sight with Faith less than or equal to his own. That character cannot use any Divine Upgrades granted by his God for as long as this effect is active.
V2.0.
Sustained. Suffer two neural damage. Choose a character in your line of site with Faith less than or equal to yours. Then, choose one of that character's Divine Powers or his Gods Ability; he won't be able to use it, and it will stop working if it was currently active, for as long as this effect is active or until the end of the scene.
Prophet Level.
When you choose this power, choose an additional power to be affected.
| Death of Faith |
fandom.faith-the-sci-fi-rpg | # Decognitator
A type of ranged electronic weapon which causes neural damage.
Source Material.
The Decognitator was introduced in the Core Set Deck.
| Decognitator |
fandom.faith-the-sci-fi-rpg | # Defence Module
| Defence Module |
fandom.faith-the-sci-fi-rpg | # Defence Modules
| Defence Modules |
fandom.faith-the-sci-fi-rpg | # Defender
An .
Description.
While Ready, the NPC can confront actions that target any of their allies, even if they action did not affect them directly. They still need to declare a valid counteraction.
| Defender |
fandom.faith-the-sci-fi-rpg | # Defort's Suit
A Suit owned by Commander Carlus Defort.
Source Material.
Defort's Suit was introduced in The One Percent Deck, and is not licensed for reproduction on this site.
| Defort's Suit |
fandom.faith-the-sci-fi-rpg | # Detachable Container
A Vehicle Customisation Module which attaches to the outside of the vehicle to enable the vehicle to carry large amounts of cargo.
Description.
Each detachable Container can hold up to 100 tons. This is made possible by detaching from the spacecraft, entering a a nearby atmosphere or spacecraft, and parking in a specific point to be loaded or unloaded. Then it can take off and attach to the spacecraft again.
It is safe to use with living cargo.
| Detachable Container |
fandom.faith-the-sci-fi-rpg | # Dexterity
A character attribute.
Description.
Dexterity represents the fine motor ability of a character. It should be used for actions involving manipulating things with the hands, such as carefully manipulating gear or equipment, aiming and recharging weapons, or driving a motorbike through dense traffic.
Use.
Almost always used with Ballistic and CQC. Also sometimes used with Piloting, Medical, and Technical.
| Dexterity |
fandom.faith-the-sci-fi-rpg | # Dhahab
"Golden Iz'kal"
An Iz'kal background trait.
Description.
"You have been genetically modified for life on desert planets."If your Affinity is Wilderness, receive one advantage when you perform an action using Survival, Athletic and Cunning while you are in a desert of any kind. You also receive one advantage to fight back the effects of starvation and dehydration.
| Dhahab |
fandom.faith-the-sci-fi-rpg | # Di Engun
A Non-Player Character from .
Di Engun is the CEO of Nation's Solution, and the owner of Engun's Rig.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Di Engun |
fandom.faith-the-sci-fi-rpg | # Dialysis Machine
A Vehicle Customisation Module which filters the circulatory systems of crew members.
Description.
During each maintenance phase, reduce the Toxicity of each member of the crew inside the cockpit by one.
| Dialysis Machine |
fandom.faith-the-sci-fi-rpg | # Diaperer
A glove-based ranged electronic weapon.
Source Material.
The Diaperer was introduced in the Core Book 2.0.
| Diaperer |
fandom.faith-the-sci-fi-rpg | # Dies
| Dies |
fandom.faith-the-sci-fi-rpg | # Disadvantage
| Disadvantage |
fandom.faith-the-sci-fi-rpg | # Disadvantages
| Disadvantages |
fandom.faith-the-sci-fi-rpg | # Disciple
A type of Robot created by the Shapers known for disintegrating biological life-forms.
Source Material.
The Disciple was introduced in the . It is not currently licensed for reproduction on this site.
| Disciple |
fandom.faith-the-sci-fi-rpg | # Districts
| Districts |
fandom.faith-the-sci-fi-rpg | # Divine Ability
| Divine Ability |
fandom.faith-the-sci-fi-rpg | # Divine Power
| Divine Power |
fandom.faith-the-sci-fi-rpg | # Divine Powers
| Divine Powers |
fandom.faith-the-sci-fi-rpg | # Divine Shield
A Divine Upgrade and Divine Power offered to followers of Ergon.
Description.
V1.0.
Sustained. Suffer two neural damage.
The soulbender chooses a character in his line of sight. He can prevent that character from receiving as many damage counters of any type per initiative round as his Faith.
V2.0.
Sustained. Suffer two neural damage, and choose another character in your line of sight. During each round that character cancels as much damage as your Faith. Limited to one at a time.
Prophet Level.
When you use this power, you can choose up to two other characters to be affected by it.
| Divine Shield |
fandom.faith-the-sci-fi-rpg | # Divine Upgrade
| Divine Upgrade |
fandom.faith-the-sci-fi-rpg | # Divine Upgrades
| Divine Upgrades |
fandom.faith-the-sci-fi-rpg | # Doc Bot
A type of Robot which can perform emergency medical actions in the field.
Source Material.
The Doc Bot was introduced in the , and is not currently licensed for reproduction on this site.
| Doc Bot |
fandom.faith-the-sci-fi-rpg | # Doorkicker
A type of projectile weapon introduced in Core Book 2.0.
License.
The detail of the Doorkicker are not currently licensed for reproduction on this site.
| Doorkicker |
fandom.faith-the-sci-fi-rpg | # Double Edged
A CQC Talent.
Description.
Activated. The winner of this confrontation will have his level of success increased by one (from regular to decisive, or from decisive to critical).
| Double Edged |
fandom.faith-the-sci-fi-rpg | # Double Jack
A Cortex Expansion.
Description.
You can connect an additional piece of gear that requires to be Cortex Connected.
| Double Jack |
fandom.faith-the-sci-fi-rpg | # Double Jack (Cortex Expansion)
| Double Jack (Cortex Expansion) |
fandom.faith-the-sci-fi-rpg | # Dragonflies
| Dragonflies |
fandom.faith-the-sci-fi-rpg | # Dragonfly
| Dragonfly |
fandom.faith-the-sci-fi-rpg | # Dragonfly Enforcer
Dragonfly Enforcer is a Dragonfly Tong NPC introduced in Core Book 2.0.
Licence.
The details of this NPC is not currenly licensed for reproduction might be on the site.
| Dragonfly Enforcer |
fandom.faith-the-sci-fi-rpg | # Dragonfly Tong
| Dragonfly Tong |
fandom.faith-the-sci-fi-rpg | # Drone
| Drone |
fandom.faith-the-sci-fi-rpg | # Drone Station
A Cortex Expansion.
Description.
You can perform the Issue Command (Technical) action as an activated effect.
| Drone Station |
fandom.faith-the-sci-fi-rpg | # Drug Expert
A Medical Talent.
Description.
You can perform all Drug-Handling actions as passive actions.
| Drug Expert |
fandom.faith-the-sci-fi-rpg | # Dynamite
A Non-Player Character from .
Dynamite is the leader of the Dragonfly Tong.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Dynamite |
fandom.faith-the-sci-fi-rpg | # Dyson ring
A Dyson ring is a band of material at about 1 AU from a star which is designed as habitation.
Tiantang, the central habitation of the Corvo is a Dyson ring.
| Dyson ring |
fandom.faith-the-sci-fi-rpg | # E2
A Vehicle Customisation Module which recycles all waste materials into air and food for the crew.
Description.
An Enclosed Ecosystem (or E-squared) module, is a miniature model of a real ecosystem capable of producing enough food and clean air for a crew of up to five people on a continuous basis. It is a carefully balanced mix of microorganisms, plants, and small animals. Any disturbances - be it chemical, electromagnetic or any other kind - could damage it beyond repair.
It requires the crew to dispose of all their bodily waste, including sweat, in its dedicated lavatory.
| E2 |
fandom.faith-the-sci-fi-rpg | # ELibrary
A Vehicle Customisation Module which enables learning for crew members.
Description.
You can gain experience inside this vehicle during downtime (ie. time spent traveling). You can use it to increase once per trip any one of the following Skills as if you had used them during a Session and the group voted on it: Hacking, Medical, Technical, Cunning and Profession.
| ELibrary |
fandom.faith-the-sci-fi-rpg | # EM Cannon
A Vehicle Customisation Module which causes ACS damage.
Description.
It causes ACS damage.
| EM Cannon |
fandom.faith-the-sci-fi-rpg | # EM Shielders
A type of electromagnetic armour introduced in the Core Book 2.0.
Licence.
Details not currently licensed for reproduction on this site.
| EM Shielders |
fandom.faith-the-sci-fi-rpg | # EM Weapons
| EM Weapons |
fandom.faith-the-sci-fi-rpg | # ERA Mini-Drones
A type of armour introduced in .
Licence.
Not currently licensed for reproduction on this site.
| ERA Mini-Drones |
fandom.faith-the-sci-fi-rpg | # ERE Sword
A type of CQC weapon introduced in the .
Licence.
This weapon is not currently licensed for reproduction on this site.
| ERE Sword |
fandom.faith-the-sci-fi-rpg | # EVA
| EVA |
fandom.faith-the-sci-fi-rpg | # Earth
//From the Corvo documents//
Earth was one of the first corvo colonies. The Corvo have several established bases, of which some are shared with the natives and used for business with human cities and towns. Corvo sell them food, crops, clothes, weapons, and many other resources needed for survival in exchange for natural resources, labour, and mercenary work. Many warlords give dozens of young men and woman to the corvo military forces in exchange for weapons to maintain their control over the local populations.
Corvo are also interested in tech-archaeology from the human period previous to the Fall. Most of the hardware is broken and the software corrupted or the language now forgotten, but the Corvo have already found several pieces of software of great value which have been implement into their own systems, after a few modifications of course.
| Earth |
fandom.faith-the-sci-fi-rpg | # Echolocation
A Bio Upgrade.
Description.
You gain an advantage for Searching actions and you never suffer any disadvantages for being in the dark.
| Echolocation |
fandom.faith-the-sci-fi-rpg | # Economic Rank 1
| Economic Rank 1 |
fandom.faith-the-sci-fi-rpg | # Economic Rank 2
| Economic Rank 2 |
fandom.faith-the-sci-fi-rpg | # Economic Rank 3
| Economic Rank 3 |
fandom.faith-the-sci-fi-rpg | # Economic Rank 4
| Economic Rank 4 |
fandom.faith-the-sci-fi-rpg | # Economic Rank 5
| Economic Rank 5 |
fandom.faith-the-sci-fi-rpg | # Eden Rig
A type of cyberwarfare object, allowing hackers to undertake advanced tasks.
Source Material.
The Eden Rig was introduced in the Core Set Deck.
| Eden Rig |
fandom.faith-the-sci-fi-rpg | # Edited Memories
A Tech Upgrade.
Description.
The GM will create a reason for your character to have his memories edited and what happened in that period of time. This should eventually come back to your campaign as secondary effects of your mission (eg. having a nemesis looking for your, being prosecuted by a cult etc...).
You are aware you had your memories edited, but you do not know anything about them. If you ever find out about what happened, the GM can allow you to lose this Upgrade. Discovering what happened is a breach of contract and might upset those who hired you; you put your life at risk doing so.
Gain 20 experience points (the GM may grant you additional experience if she deems it appropriate for the difficult of the mission given to you).
| Edited Memories |
fandom.faith-the-sci-fi-rpg | # Eferi
| Eferi |
fandom.faith-the-sci-fi-rpg | # Eidetic Memory
A Bio Upgrade.
Cost.
Rulebook v1.0: 2 points.
Core Book 2.0: 12 points.
Description.
You always remember everything you have paid attention to. You might ask the GM for reminders of any information previously given to you.
Additionally, damage does not reduce your Skills during actions using Mind or Link.
| Eidetic Memory |
fandom.faith-the-sci-fi-rpg | # Eidos Fabricator
A glove-mounted 3d printer object which can create replacement parts for technical objects.
Source Material.
The Eidos Fabricator was introduced in the Core Set Deck.
| Eidos Fabricator |
fandom.faith-the-sci-fi-rpg | # Elcano Explorer Vessel
A Vehicle Model.
| Elcano Explorer Vessel |
fandom.faith-the-sci-fi-rpg | # Electro Suit
A type of Suit Equipment which can be equipped by characters.
Origins.
The Electro Suit was introduced in the Core Set Deck.
| Electro Suit |
fandom.faith-the-sci-fi-rpg | # Electronic ranged weapon
| Electronic ranged weapon |
fandom.faith-the-sci-fi-rpg | # Elysium Rig
A type of cyberwarfare object used by hackers to facilitate access to digital systems.
Source Material.
The Elysium Rig was introduced in the Core Book 2.0.
| Elysium Rig |
fandom.faith-the-sci-fi-rpg | # Emergency Thrusters
A Vehicle Customisation Module which grants a temporary advantage to dodging fire.
Description.
Instant. Gain one advantage towards a Dodging action and then shut down the module.
| Emergency Thrusters |
fandom.faith-the-sci-fi-rpg | # Empathy
A Medical Talent.
Description.
When you start a Medical action, draw two cards. If they are not used, discard them at the end of the round.
| Empathy |
fandom.faith-the-sci-fi-rpg | # Empress Jazmeen
A Non-Player Character from .
Empress Jammen is the leader of the Three Skulls Mob and owner of Empress Jazmeen's Drone.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Empress Jazmeen |
fandom.faith-the-sci-fi-rpg | # Empress Jazmeen's Drone
| Empress Jazmeen's Drone |
fandom.faith-the-sci-fi-rpg | # Endocrine Control
A Bio Upgrade.
Description.
Every time you receive any amount of physical damage from another character or TSE, draw a card.
Additionally, ignore the Skill penalties of as many physical damage as your Constitution.
| Endocrine Control |
fandom.faith-the-sci-fi-rpg | # Endurance
A Human species trait.
Description.
"Of all the civilised species, none have more endurance than Humans; only they can train to run for longer than most quadrupeds."You receive one advantage to all Athletic actions.
| Endurance |
fandom.faith-the-sci-fi-rpg | # Energy
| Energy |
fandom.faith-the-sci-fi-rpg | # Energy Distributor
A Vehicle Customisation Module which enables switching between modules.
Description.
Activated. Choose a module that is shut down and another module of the same level or higher that is online. The module that was shut down is now online, and the module that was online is now shut down.
| Energy Distributor |
fandom.faith-the-sci-fi-rpg | # Engine Master
A Technical Talent.
Description.
You gain one advantage when repairing something in the Engine system of a vehicle.
| Engine Master |
fandom.faith-the-sci-fi-rpg | # Engineering Module
| Engineering Module |
fandom.faith-the-sci-fi-rpg | # Engineering Modules
| Engineering Modules |
fandom.faith-the-sci-fi-rpg | # Enginseer
A powerful Raag NPC aligned with the Enginseer Cult.
Level 2.
A type of NPC.
Level 3.
A type of NPC.
Source Material.
Enginseers were introduced in the Core Set Deck.
| Enginseer |
fandom.faith-the-sci-fi-rpg | # Engun's Rig
A rig introduced in , associated with Di Engun.
Licence.
Engun's Rig is not currently licensed for reproduction on this site.
| Engun's Rig |
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