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fandom.faith-the-sci-fi-rpg
# Hardlight Screen An Object which emits a plasma shield, worn as a glove. Source Material. Hardlight Screen was introduced in Core Book 2.0.
Hardlight Screen
fandom.faith-the-sci-fi-rpg
# Harvester Harvesters are a creature found in Ravager swarms. The harvesters are the most rudimentary and numerous creatures in any swarm. They are expendable labourers that perform all the most simple tasks and make up the bulk of their armies. Fast and resilient, they make up in sheer numbers and blind obedience what they lack in wit and individual skills, making them perfect soldiers. Their wave emission pattern is the most simple among all ravager, and when they are not controlled by more intelligent ravager, they behave erratically and seem to act purely on instinct. When directed by other ravager, however, they become extremely dangerous, acting in a coordinated manner and without hesitation. Level 1. An NPC from the Core Set Deck. Level 2. An NPC from the Core Set Deck. Source Material. Harvesters were introduced in the Core Set Deck.
Harvester
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# Harvester (Characteristic) The character ignores half their physical damage penalties rounded down. Additional, they discard one neural damage counter during each maintenance phase, regardless of whether they suffered any damage that turn.
Harvester (Characteristic)
fandom.faith-the-sci-fi-rpg
# Harvesters
Harvesters
fandom.faith-the-sci-fi-rpg
# Heartless A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Heartless
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# Heavenfall Memorial A famous memorial in Spin Plaza District, Wei Sector, Tiantang. The Heavenfall Memorial is an imposing rotunda built around a crashed ship from the first Great Ring builders, and attracts thousands of visitors, tourists, and art aficionados from all of the Corvosphere. The Heaven Memorial remains one of the most famous monuments of the Corvo people and a symbol of their values and civilisation.
Heavenfall Memorial
fandom.faith-the-sci-fi-rpg
# Heavy EM Cannon A Vehicle Customisation Module which uses electromagnetic pulses to cause ACS Damage. Description. It causes ACS Damage.
Heavy EM Cannon
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# Heavy Lee War Craft A Vehicle Model.
Heavy Lee War Craft
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# Heavy Plasma Gun A Vehicle Customisation Module which installs a plasma weapon on the vehicle. Description. Plasma 3.
Heavy Plasma Gun
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# Heavy Plasma Spear A Vehicle Customisation Module which installs a plasma weapon on the vehicle. Description. Plasma 4.
Heavy Plasma Spear
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# Heavy Soldier A type of Raag combatant NPC. Level 2. A type of second-level character. Level 3. A type of third-level character. Source Material. The Heavy Soldier was introduced in the Core Set Deck.
Heavy Soldier
fandom.faith-the-sci-fi-rpg
# Heimis The home planet of the Raag, Heimis is divided into two main areas, the Surani, and the many clans’ Kuraima. Surani. The Surani, ruled by the High Council, is a sacred territory in which no fighting is allowed. Members of the different clans meet here to barter and negotiate. This is where children are raised and where they live until they take part in the Culling, a trial of adulthood that allows them to demonstrate their worth and earn their place in one of the great clans. The Surani is located in the heart of the Crystal Abyss, deep within the frozen crust of Heimis, and extends over a vast area upon which several settlements can be found. Composed solely of elder females, who are more capable of restraining their violent nature than their male counterparts, the High Council is the highest form of government in raag society and it is in charge of ensuring the survival of the species. The members of the High Council are revered by the other raag as only the most powerful and capable females, those that have proven their worth as clan leaders or enginseers, are chosen by the High Council to join their ranks. Those females that enter the High Council will leave behind their families and their clans, and pledge their lives to the protection of their society. The rulings of the High Council are followed by every clan, and a clan that refuses to do so will be cast out and exterminated by the other clans. In spite of this, the High Council does not usually issue commands to the entire society, and their daily tasks revolve around the administration and organization of the Surani, the education of young raag, and the raising of the children. Kuraima. The rest of the population will live in their clan’s Kuraima (the territory which they control and on which they can hunt and build), or aboard one of the space fortresses assigned to them. Most clans are ruled by a War Council composed of their strongest and most honorable warriors, although a few of them are ruled by other types of councils. Regardless of which council is the ultimate ruler of a clan, the High Council has veto power over them. The Cult is a secretive organization that holds the secrets to korian technology. They are ruled by the Shadow Council, which is made up of the most powerful and ambitious enginseers, who are feared and respected by all the other raag, although they are distrusted by many. Other councils seek their advice and guidance in most matters, and their suggestions carry weight even within the most distrusting War Councils. As members of the Surani, the Cult is tasked with the training of new enginseers. Only young raag that show the intellect needed to understand technology, and who have a strong connection with their God, will be chosen for this training (which lasts until they enter the Culling). Afterwards, they will be chosen by one of the clans, although they can leave when they wish to, or the Cult calls them back. While many of them will sever their bonds with the Cult and join their new clan as full members, others will go back to the Cult after serving their clan for a few years. This creates mistrust towards new members trained by the Cult, since their loyalty is unknown, and sometimes leads to violent encounters that must be solved by the War Council. On the other hand, those that pledge their loyalty to their new clan are given honorable positions within it, since their knowledge and counsel are extremely valuable.
Heimis
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# Hemostatic Gel Medical equipment introduced in the . Licence. Not currently licensed for reproduction on this site.
Hemostatic Gel
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# Herald of Extinction Herald of Extinction may refer to:
Herald of Extinction
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# Herald of Extinction (Boss) Herald of Extinction is a boss-level NPC from the Core Set.
Herald of Extinction (Boss)
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# Herald of Extinction (Ravager) The Heralds of Extinction are by and far the most dangerous creatures in a ravager swarm. They are impossibly fast and strong; their bodies can alter their structure almost instantly, allowing them to adapt to most situations and threats in a matter of seconds. We believe they act as the link between the queen and her proxies and spawns, thus allowing her to control the entire swarm. The more heralds the queen can keep under her control, the larger the swarm can become, but the queens must be careful when spawning too many heralds, as they will sometimes try to oppose the hivemind. When a queen dies or is unable to keep the heralds under control, the heralds will escape to start their own swarm or kill each other and the queen so that they may take her place.  They are extremely intelligent and deceitful, and we have encountered several ravager fleets led by heralds (without any queen) that proved to be as difficult to deal with as those that were led by a queen, although they were considerably smaller in size. In spite of their great value to a fleet, the heralds can often be found in the vanguard of the ravager fleets, controlling everything and assisting where needed. While easy to spot, they have proven extremely hard to kill. When they enter battle, death follows.
Herald of Extinction (Ravager)
fandom.faith-the-sci-fi-rpg
# Heralds of Extinction
Heralds of Extinction
fandom.faith-the-sci-fi-rpg
# Heterothermy A Bio Upgrade. Description. Your body can tolerate temperatures from -20 to 60 ºC and your heat signature blends with the environment and is indistinguishable from it. Additionally, you can hibernate for periods of time of up to 1 week per Constitution point. During hibernation, you cannot do anything, but you do not need to eat or drink and you only needs half the regular amount of oxygen. Suffering damage or other extreme sensorial disturbances can wake you up.
Heterothermy
fandom.faith-the-sci-fi-rpg
# Hexia Hexia is a God in the FAITH universe. Hexia looks for people willing to use their genius and power for the common good. Instead of forcing them to submit to the ideas of others, Hexia encourages free thought and for people to spread their own ways. Followers. Hexians want the best for all people, but they understand that most people are brainwashed or unfit to decide what is best by themselves. Hexians have come to terms with this sad reality, and they will follow their ideas and try to make them a reality for everyone else, even those that do not acknowledge those ideas as true and good yet. Hexians know that once their ideas are established, people will be capable of collaborating and forming a true community in which everyone will learn to overcome their personal desires and to see through lies and manipulation. Mediocrity will be raised to greatness. At their core, people are simply a combination of complex, ongoing chemical reactions that are constantly responding to their environment. The illusion of choice is powerful and deeply rooted in our rational minds, because there is a tendency to separate the self from the chemistry that runs our bodies and minds. The truth is that we are the chemistry, and chemistry works by following rules, not choices.When you are in a laboratory and a chemical reaction goes wrong, you do not yell at the test tube, and you do not blame it on the evilness or laziness of the compounds - they have no choice in how they react. People are like chemical compounds: they react as such, and they should be treated as such. And sometimes, one compound needs to be removed to save the whole reaction.Democracy is a beautiful and necessary concept, but in an unequal society it is destined to fail. In a democracy there are different powers, lobbies, groups, associations, industries, and many other kinds of pressure groups. Choices are made based on what is possible and allowed by those powers. As they are not constant nor in agreement, changes proposed by many different and conflicted powers can take place. However, the general trend is obvious and logical: in the long run most changes lean towards the strongest power, because those that have the most resources have the best chances of winning and securing even more resources. Power is thus accumulated in one end of society, which in turn enables said end to gain ever more power in a never ending cycle. The final picture is something very different from democracy and way less pretty.  Hexians want a society for everyone but it is clear that letting everyone decide has the grave danger of ending up following the decisions of the most powerful. Hexians are tired of trying to convince people of complex ideas to improve society, and of being defeated by charmers selling short term happiness and easy ways out.  Their ways are sometimes unethical, sometimes criminal and most of the times so grey that they are really hard to explain on their own. But Hexians look at the bigger picture: they understand that some steps will be harsh when creating the path to a new way of living. It is the duty of a good Hexian to find ways to improve society, regardless of what people might think. What is truly important is that their grandchildren will live in a better place. History will recognise the efforts of the just. 
Hexia
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# Hexian A Non-Player Character from the . Licence. This NPC is not currently licensed for reproduction on this site.
Hexian
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# Hexian Ability A Divine Ability, granted by Hexia. Description. Activated. Spend one Godly Favour to request the GM's advice about a choice you have to make, or a course of action you should take. The GM should give you solid advice, even if that means revealing to you something you shouldn't be able to know (such as letting you know that you are being betrayed or deceived, or that there is danger ahead, and what type) thanks to visions granted by Hexia.
Hexian Ability
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# Hexian Mark A piece of equipment introduced in , associated with Hexia. It can be granted by Kassima Lahan and The Seer. Licence. The Hexian Mark is not currently licensed for reproduction on this site.
Hexian Mark
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# Hidden Truth A Divine Upgrade (v1.0) or Divine Power (v2.0) offered to the faithful by the god Hexia. Description. V1.0. Sustained. Suffer two neural damage. The soulbender can read the emotions of other characters with Mind less than or equal to his Faith in a radius of 5 metres, without them noticing. Level I. The soulbender can read basic emotions, such as anger, fear or happiness, but not thoughts. For example, if someone is lying to him, he may read nervousness or elation, but he won’t know for certain if what he is hearing is the truth. Level II. The soulbender can read basic emotions, and he will immediately detect holograms, illusions, and stealth devices. He is not affected by the characteristics of stealth devices. Additionally, he will be able to perceive tiny details that would elude most people. Level III. In addition to Level II, the soulbender can read memories. If the Mind of the target is equal to the Faith of the soulbender, the target will notice. Each second he spends in physical contact with the target equals to one second of viewing their memories. V2.0. Level I. Sustained. Take two neural damage. You are able to detect holograms, illusions and stealth devices as if they did not have any special capabilities. Level II. Additionally, you can read the emotions of other characters with equal or less Mind than your Faith without them noticing. You can read basic emotions, such as anger, fear or happiness, but not thoughts. Eg. if someone is lying to you, you may read nervousness or elation, but you won't know for certain if what you are hearing is the truth. Level III. Additionally, while maintaining physical contact with the target, each second of contact allows you to read a second of memories and thoughts. Prophet Level. Additionally, while maintaining physical contact with the target, you can incept memories into his psyche. These memories must be circumstantial, such as changing his memory of who told him what, changing how he remembers the names of people not close to him, or remember or forgetting being or knowing about a place, a strange etc... They cannot change core memories to that person, such as who he is, who his closest people are to him etc...
Hidden Truth
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# Hiding
Hiding
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# High Class Corvo A Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
High Class Corvo
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# High Council The High Council of the Raag is a group of Raag who are charged with ensuring the survival of the species. The High Council has the right of veto over decisions made by Clans, and are responsible for the administration and welfare of the Surani and its Raag inhabitants.
High Council
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# Hitting
Hitting
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# Hobby A Profession Talent. Description. When you choose this Talent, you must select one viable Hobby. A Hobby should be like a Profession, but really focused (eg. Musician would be a Profession, whereas Pianist would be a Hobby; Engineer would be a Profession, and Drone-Builder would be a Hobby), and it needs to be approved by the GM. Your hobbies do not need to be related to your Profession (eg. you can be a Businessman, and choose Religious Studies or Cocktail Mixing as hobbies). You can use a Hobby to perform actions related to it using your Profession Skill, blend in with certain people, enter certain places, or earn some credits. You cannot Declare Story Details using a Hobby.
Hobby
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# Honcho
Honcho
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# Honcho's Handguns A ranged weapon introduced in . Honcho's Handguns are used by Honcho. Licence. This weapon is not currently licensed for reproduction on this site.
Honcho's Handguns
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# Honcho Hwang
Honcho Hwang
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# Horrifying A Bio Upgrade. Description. If a character’s Cunning is less than or equal to the Cunning of a horrifying character, he receives a disadvantage when performing actions against the horrifying character for as long as he is in contact with him.
Horrifying
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# Hu A Non-Player Character introduced in the . Hu is a sibling of Shu. Licence. This NPC is not currently licensed for reproduction on this site.
Hu
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# Huangdi
Huangdi
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# Huangdì Huangdì is a typical Corvo colony - the perfect example of the average Corvo outpost at the fringes of known space. These outposts include brave settlements, remote mining stations, military watch stations at Labyrinth entrances, and some planets that, while including all of the above, remain fierce, untamed and inhospitable.
Huangdì
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# Hull Module
Hull Module
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# Hull Modules
Hull Modules
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# Human
Human
fandom.faith-the-sci-fi-rpg
# Human Front The Human Front is a faction of humans obsessed with the idea of creating a new beginning for the human species, on a healthy planet far away from the economic control of the Corvosphere or the manipulation of the State. They are human rebels who once joined the Corvo and have since taken arms against them. They are trying to discover their way back to Earth to help their brothers and sisters escape the circle of violence. The Human Front is classified as a dangerous terrorist group that attacks important corvo enclaves and has been accused of committing terrible attacks against corvo civilians - the Human Front remains silent in this regard. The Human Front is characterized by not accepting members of other species, but they are willing to hire them for contractor jobs if needed. After all, there are still places that only a corvo or an iz’kal can reach. Being a large organization persecuted by all, they must keep on the run and are dispersed throughout the Labyrinth. As a result, the Human Front does not always follow a single consistent line of thought. When some segments of the organization are trying to establish truces with the Corvo, other segments might be blowing up their mining colonies. This means that the Human Front has not made big advancements for the liberation of their people - many humans do not agree with them openly, as their behaviour has increased the levels of xenophobia in the Corvosphere against humans, who are seen as terrorists (or at least, troublemakers) by the media, and most of the population.
Human Front
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# Human Mercenary A Non-Player Character introduced in the . Licence. This NPC is not currently licensed for reproduction on this site.
Human Mercenary
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# Human Tax A Human species trait. Description. "The Corvo say they tax Humans so they can pay back their training and their trip from Earth."While in the Corvosphere, you are considered to have -1 to your Profession when calculating your Lifestyle, but you receive a 20% discount when purchasing weapons and suits.
Human Tax
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# Humans
Humans
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# Hunter A type of Raag NPC. Level 2. A Level 2 NPC. Level 3. A Level 3 NPC. Source Material. Hunters were introduced in the Core Set Deck.
Hunter
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# Hwang
Hwang
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# Hwang Enforcer A Non-Player Character from the . Hwang Enforcers are members of the . Licence. This NPC is not currently licensed for reproduction on this site.
Hwang Enforcer
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# Hwang Gun 'Honcho' Hwang Gun is a Non-Player Character from . Honcho is leader of the , and uses Honcho's Handguns. Licence. This NPC is not currently licensed for reproduction on this site.
Hwang Gun
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# Hwang Honcho
Hwang Honcho
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# Hwang Tong
Hwang Tong
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# Hyperlink An Iz'kal species trait. Description. "The Iz’kal have developed biological changes in their brains that allow them to communicate with each other and blend into a single mind." Action. Send a simple thought message or feeling to any Iz'kal listening up to 5 kilometres (~3 mi) away. Iz'kal can choose to have this "channel" open or closed. Things that can be told this way: "I am in danger", "Hurry", "We are under attack", "Escape", "sadness", "happiness", "aliens", etc. Iz'kal listening to each other on this "channel" can also relay their location to each other. Activated. Join a hyperlink group up to 30 metres (~100 ft) away. You can join any number of hyperlinks simultaneously. After joining a hyperlink, you'll remain in it until you disengage, leave the range, or are expelled. While in hyperlink, the characters engages in hyperlink must democratically vote on every decision and then follow it. The members of a hyperlink can reject another character trying to join it. Characters can always be expelled from a hyperlink after a democratic vote or after not following a democratic decision. While in hyperlink you can share thoughts and feelings with each other freely in a way that cannot be felt by other characters (like an enhanced telepathy). When you spend experience to increase a Skill in which another member of your hyperlink has a higher value, it'll cost you one experience point less than usual. If there are more than one Iz'kal characters amoung the players, they can apply this during character creation. Additionally, you can obtain Bond with other Iz'kal who also have hyperlink.
Hyperlink
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# IFF Radical A Non-Player Character from the . Licence. This NPC is not currently licensed for reproduction on this site.
IFF Radical
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# Icestalker A species of creatures that live on the Raag Home world in ice storms. Level 2. A Level 2 NPC. Level 3. A Level 3 NPC. Source Material. Icestalkers were introduced in the Core Set Deck.
Icestalker
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# Impakt A type of ranged projectile weapon known for its rapid fire. Source Material. The Impakt was introduced in the Core Set Deck.
Impakt
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# Imperator Chamber A Vehicle Customisation Module which reduces the effects of Stress on people. Description. An Imperator Chamber contains a protective dense atmosphere that slows down the metabolism of living beings very quickly to a point where they are capable of withstanding extreme acceleration and decceleration wutgiyt receiving any harm. It's prolonged use has proven very dangerous for the organism, but most people can recover from short periods inside such a chamber very quickly. An Imperator Chamber can fit up to two characters simultaneously. These characters will not be affected by Stress and they will suffer two neural damage that they cannot recover until they leave the room.
Imperator Chamber
fandom.faith-the-sci-fi-rpg
# Implanted Processor A Tech Upgrade (v1.0) or Cortex Expansion (v2.0). Description. V1.0. The character has a rig implanted in his brain with a physical connection in his skull. It works as if it was cortex connected. When installing this Upgrade, the character must choose between any of his readily available rigs to be the Implanted Processor. This does not show externally. Additionally, the implanted processor allows its user to instantly read and understand all data found online or downloaded to the rig, and to perform calculations as fast as any other computer. The character can send and receive radio signals with his brain up to a thousand kilometres away. V2.0. Replaces the internal computer of the Cortex Connector 2.0 with a Rig of your choice. When installed this Cortex Expansion, choose between any of your readily available rigs to be the Implanted Processor. The rig won't show externally. Additionally, the implanted processor allows you to instantly read and understand all data found online or downloaded to the rig, and to perform calculations as fast as any other computer. You can send and receive radio signals with your brain up to a thousand kilometres away.
Implanted Processor
fandom.faith-the-sci-fi-rpg
# Improve Radar A Vehicle Customisation Module which improves the likelihood of detecting other vehicles or artefacts on active sensors. Description. Gain one advantage when using the vehicle's radar.
Improve Radar
fandom.faith-the-sci-fi-rpg
# Improved Build A Bio Upgrade. Description. The maximum value of one of the character’s Attributes is changed to 3 (up from the normal limit of 2). He still has to use experience points to increase the Attribute as usual. This Upgrade cannot be removed once the chosen Attribute has a value of 3. 
Improved Build
fandom.faith-the-sci-fi-rpg
# Improved Stealth A Vehicle Customisation Module which decreases the chances of detection when in Stealth mode. Description. Gain one advantage when using the vehicle's Stealth.
Improved Stealth
fandom.faith-the-sci-fi-rpg
# Indigent (Lifestyle) A Lifestyle in the Corvosphere. Description. An Indigent character must "work" (begging, stealing, dealing drugs, looking through garbage for scraps etc...) sixty hours per week to survive. If they stop "working" and do not find a comparable or better occupation within a month, they will die of starvation. They can barely afford anything other than eating scraps and ragged clothing. If they want to acquire any gear they must steal it, complete a mission, or other suitable activity. An Indigent character cannot raise their Attributes due to the lack of nutrients and basic health care, and they can only obtain Tech Upgrades and Bio Upgrades in the black market at significant cost.
Indigent (Lifestyle)
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# Infestor A Hacking Talent. Description. Whenever you Infest a system, you can both install a virus and place a backdoor.
Infestor
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# Infiltrator Infiltrator may refer to:
Infiltrator
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# Infiltrator (NPC) A Non-Player Character from the . Licence. This NPC is not currently licensed for reproduction on this site.
Infiltrator (NPC)
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# Infiltrator (Ravagers) Infiltrators are Ravager that are identical to the from which they were created. However, instead of being born from a mother or an egg of their species, they have come out of the womb-tank of a Ravager queen. The infiltrator is a specimen of any of the other playable species. He has the same species and is genetically identical to any other specimen of that species. He will have the species traits of the species the player has chosen to play and the ravager trait Genetic Expression. The fact that the character is actually a ravager should only be known by the GM; the other players only need to know if the GM determines so. The reason why the ravager queen created an Infiltrator should be discussed with the GM and be a key part of the character’s story. A ravager queen never does something without a clear plan or purpose, so the Infiltrator must be part of an important mission.    
Infiltrator (Ravagers)
fandom.faith-the-sci-fi-rpg
# Infiltrators
Infiltrators
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# Inheritance A Profession Talent. Description. The GM will approve what exactly it is you inherited. It's value varies depending on your Profession at the moment you purchase this Talent. Profession 5-6. A very small spaceship, a small mansion in a non-central area, a normal house in a central area, a small business, or something else of similar value. Profession 7-9. A small spaceship, a big mansion in a non-central area, a small mansion in a central area, a quite profitable small business or something else of similar value.
Inheritance
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# Initiative Initiative represents a character’s reflexes and ability to move quickly in decisive moments. It is used during initiative rounds to determine the initiative order, and it is also the Skill used when characters attempt to do something that does not require specialized training, but instead requires speed and fast reflexes. Use. Most often used with Agility for full body movement, or Dexterity for more precise motions, such as with one’s hands. Dodging. When attempting to dodge, characters can try to move on their feet, drop down to the floor, or even dive jump. Dodging can be used to avoid being shot, to move outside the range of an explosion, to get out of a close combat situation, or other similar things. When a character fails a Dodging action and takes damage, his movement is halted and he may choose to fall down to the floor.
Initiative
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# Initiative Round Whenever two or more characters wish to perform an action simultaneously or in close timing with each other, an initiative round takes place. Each initiative round represents the 3 to 5 seconds during which characters rapidly perform actions to try to outperform each other or to achieve their own goals. Each character who wants to perform an action this initiative round plays a card face-down on the table. This is his initiative card. Initiative cards are played either from their hand or the top of the deck. A card played as an initiative card does not trigger effects such as Playing with Ambience or Proficiency. All cards are then revealed simultaneously and each character adds his Initiative to the value of his card. This determines the initiative order for the characters, from highest to lowest added total. Each player discards his initiative card at the beginning of his turn. Characters will take turns performing a single action each following the initiative order. If two characters have the same initiative, the player characters always act first. If two or more NPCs have the same initiative it is up to the GM to choose which one goes first. If two or more players have the same initiative they can choose who goes first, and if they do not come to an agreement they must each tell the action they wish to perform to the GM and she will determine who gets to act first. During an initiative round a character might be able to perform more than one action, especially when he is affected by the actions of several characters. Regardless of how many actions a character ends up performing, the total number of cards he can play for actions associated to the same Attribute can never exceed that Attribute unless specified otherwise by another effect. Reacting. Whenever a character is affected by an action, he can confront it following the rules for confrontations between characters. If this happens before his turn in the initiative order, he loses his turn for that round. A character can confront more than one action each round and that will not cause him to lose any additional turns. Waiting. A character can always choose to wait until the next character with the highest result in the initiative order has taken his action before taking his own action; he can do this several times letting any number of characters go first. If all characters choose to wait, they keep their cards for the next initiative round. The only consequence is the passing of time. Maintenance Phase. After all characters have taken their turns and all actions have been resolved there is a maintenance phase. During the maintenance phase, effects such as damage recovery are resolved. If there are no initiative rounds taking place the maintenance phase is performed as often as the GM determines, keeping in mind that an initiative round usually takes place in around 3 to 5 seconds. If there is still conflict between the characters, or new characters join the struggle, a new initiative round begins. Resolving an Initiative Round. To resolve an initiative round, players must always follow the same steps.
Initiative Round
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# Initiative Upgrade A Vehicle Customisation Module which improves the vehicle's Initiative. Description. The vehicle gains +1 Initiative.
Initiative Upgrade
fandom.faith-the-sci-fi-rpg
# Initiative round
Initiative round
fandom.faith-the-sci-fi-rpg
# Initiative rounds
Initiative rounds
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# Insanus Vitis A plant introduced in . Licence. Not currently licensed for reproduction on this site.
Insanus Vitis
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# Insomniac A Bio Upgrade. Description. You cannot sleep and do not suffer any consequences from the lack of sleep.
Insomniac
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# Intelligence Zone Network The Intelligence Zone - or IZ - Network is a group of State sympathisers and Iz'kal infiltrators that operate behind the scenes of the Corvo management to destabilise Corvo society and undermine the Megacorps' power. Founded a century ago by a secret group of Iz'kal immigrants that pretended to defect from the State to establish a fifth column in the core of Corvo society, the IZ quickly contacted State sympathisers in Corvo society, and gradually manoeuvred them into key positions in the Tiantang corporate chain of command. With these pro-State moles infiltrated among the Corvo, the IZ spy ring has worked unhindered and undetected for decades now, although many Corvo officials suspect its existence. Despite having sabotaged may Corvo settlements and missions, and having provided the State with a steady supply of corporate secrets since its foundation, the IZ Network's treated achievement in fact helped the Corvo, when it used its secret influence to convince both sides to form the Corvo-Iz'kal Military Coalition. All the State espionage going on inside the Coalition is handled by IZ agents, but it could reasonably said that, were it not for the IZ Network, the Ravager would have eliminated both the Corvo and the Iz'kal by now. The IZ Network remains secret, but the Corvo have spent the last forty years running a constant, recurrent search for State spies among their number. It is a matter of time before they discover a clue that will finally lead them to the IZ. When that happens, there will a lot of work - and a lot of money to be made - for a lot of mercenaries, agents, and spies on both sides of the conflict, particularly those operating in Tiantang CS.
Intelligence Zone Network
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# Intimidating Presence A Cunning Talent. Description. If you are in a situation of being a threat to another character, you'll gain one advantage towards convincing him to do something. However, they will do so unwillingly. As soon as they feel they are out of your reach, they will stop obeying you and do what they can to escape from you. Later on, if they find a way to punish you, they might do so happily.
Intimidating Presence
fandom.faith-the-sci-fi-rpg
# Investigator A Cunning Talent. Description. Gain one advantage towards searching for clues, finding objects, realising something is out of place, discovering traps, etc...
Investigator
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# Ironskin The ironskin is a large ravager with enormous strength and an even greater resistance. An ironskin always has the Upgrades Nanoskin and Phagocyter and needs to spend the corresponding experience points to acquire them during character creation. Level 2. An NPC. Level 3. An NPC. Species Traits. Iron Skin. An ironskin has a base armour value of 2 that cannot be reduced or ignored by any means. Charge. A running action performed by an ironskin will be considered passive if it is not confronted. Additionally, if he performs a CQC action in the same turn, he will gain an advantage towards it. Vicious Attacks. Ironskins deal 2 additional damage in CQC actions and always have one additional advantage towards CQC actions. Additionally, they gain another advantage when they perform grappling actions. Attribute Limits. Ironskins are made for crushing enemies, but their strength comes at a cost in swiftness and intelligence. Their Agility, Mind and Link Attributes are limited to a maximum value of 2. Source Material. The Ironskin was introduced in the Core Set Deck.
Ironskin
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# Ironskins
Ironskins
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# Issumatar
Issumatar
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# Issumatar (Boss) A raag NPC. NPC. A type of Boss-level NPC introduced in the Core Set.
Issumatar (Boss)
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# Ivy A type of railgun, a ranged projectile weapon, known for it's range. Source Material. The Ivy was introduced in the Core Set Deck.
Ivy
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# Iz'kal
Iz'kal
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# Iz'kal'asud "Dark Iz'kal" An Iz'kal background trait. Description. "You have been genetically modified for life on planets with unusual atmospheres, usually dark or smoky."You do not receive disadvantages for acting in the dark, unless it is pitch black, in which case it won't affect you as much as everyone else (ie. you might suffer one disadvantage while everyone else suffers two).
Iz'kal'asud
fandom.faith-the-sci-fi-rpg
# Iz'kal Freedom Federation The Iz'kal Freedom Federation (IFF) is the most violent organisation every known or created by the Iz'kal.
Iz'kal Freedom Federation
fandom.faith-the-sci-fi-rpg
# Iz'kal economy The Iz’kal have no currency and, for them, it is a difficult concept to grasp. Although it is known that iz’kal societies previous to the Korian did use it, after the Uprising they created a system of living without private property. Individual Economy. How individuals obtain the usage rights of something depends on a system of waiting lists. While some items are consumables (such as food), and therefore cannot be given back, all others are acquired for a period of time depending on the utility of the item.  Public transport is by far the most common form of transportation, but spaceships can be requested when time is of the essence or when traveling to rare locations. When in need of a vehicle, a request will be submitted to the system, which will determine whether it is a reasonable request and if so, which vehicle is the most adequate for the journey. Once the journey is finished, the vehicle will be returned and made available for someone else. Things are always being used by someone. As soon as one stops using them, they are handed over to the next person who needs them. Some items are only available at specific locations, and anyone wanting to use them will have to go to those locations. Other items, such as house appliances or clothes can be acquired for as long as one lives, as it would be inefficient to transport them between houses while they are not being used. The majmoas also improve the usage ratio of most appliances and other household goods. Acquiring Goods and Products. Whenever an iz’kal wants to acquire a product, he places a request on the system and is put on the waiting list for that item. This can be done through the internet or in person by using one’s ID. His place on the waiting list is based on how much the person requesting the item needs it when compared to others. If the system decides that someone doesn't need an item, they won't be able to get it even if they are the only one on the waiting list. Each iz’kal is given a unique ID which is imprinted onto their genome during conception. Through this ID, all relevant information about a citizen, such as his place of birth, job, hobbies, relationships, and the complete list of items and services he has ever used or requested, can be accessed. All this information is taken into account when an iz’kal citizen wants to obtain something and complex algorithms are used to place him on the waiting list for that object or service. How fast the waiting list moves depends on how fast the item is produced, which in turn depends on that item’s relevance and the current needs of the society. Necessary items, such as food, are usually acquired at the moment of the request, and the citizen is then pushed back a reasonable amount of time on the waiting list before being able to request it again. Production and Sustainability. Some items are produced on request and delivered following the waiting list. 3D printing technologies and malleable polymers allow each technocrat to build what he personally needs, accessing the best designs in the Idealab or creating his own. Each technocrat receives a given amount of raw materials for these uses depending on the availability of resources, and must make do until more is available, reusing what they have if they desire to create something new or giving it to someone else when they don’t have use for it anymore.  The Iz’kal are a very eco-friendly and minimalistic species with a deep interest in preserving their natural resources. They strive to create items meant to last and that are able to be upgraded instead of replaced when possible. So, while it is possible for an iz’kal to request a copy of every existing item, the central service of resources will take this into account and the delivery of items deemed unnecessary by the system could be postponed for as long as his entire lifespan. Asking for an update or a repair for an existing item is usually faster than requesting a new one, and while there is also waiting list for this, it is favoured by the system as it saves resources. Iz’kal frown upon excessive waste and material needs, sometimes avoiding hyperlinks with those interested in such things. There is a strong social pressure to behave in a respectful and conservative manner towards the resources of all, and it is rare for an iz’kal to request something he doesn’t actually need. The absence of any kind of marketing in the entire State also contributes to this behaviour, since there is no reason for an iz’kal to desire something he doesn’t need. This keeps the waiting list processes streamlined and fairly fast. In rare times of a scarcity of resources, such as droughts and wars, first necessity items are rationed and given sparingly to extend their availability. Priority will be given to those most valuable to the preservation of the species as determined by the system. Economy of the Majmoa. Iz’kal streets have almost no stores and most items are purchased from the Central Resources website or built at home. In contrast to corvo, for whom shopping is one of the most pleasant activities and a sign of social status, iz’kal consider it an undesireable necessity and will only do so when necessary.  The national drink of the Iz’kal, the lial, is often sold in lial shops that line the streets. Lial is consumed in all social situations, when engaging in hobbies, in parks, theaters and sports centers, and in hyper schools. Hyper schools are places where respected individuals in different areas engage in hyperlink with visitors to share their knowledge and recent discoveries. They are not meant to replace traditional learning systems, which also exist, but are fantastic places to find out about what is new in the fields of one’s interests. The streets are almost silent even when busy, as iz'kal do not talk among them, but join each other in hyperlink. To the other species this is an eerie experience, seeing thousands of people walking in all directions without a single word being spoken, the only noise the sound of the friction of the clothes and their steps.
Iz'kal economy
fandom.faith-the-sci-fi-rpg
# Iz’kal
Iz’kal
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# Jarhead's A weapon introduced in . Licence. Not currently licensed for reproduction on this site.
Jarhead's
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# Jazmeen’s Drone A type of Robot used as a remote weapon, owned by Empress Jazmeen. Source Material. Jazmeen’s Drone was introduced in The One Percent Deck, and is not currently licenced for reproduction on this site.
Jazmeen’s Drone
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# JinnK’Ul 2 A type of Robot produced by the State as a hacking proxy. Source Material. Jinnk’Ul 2 was introduced in the Core Set Deck.
JinnK’Ul 2
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# Jinnk’Ul 1 A type of Robot. Source Material. Jinnk’Ul 1 was introduced in the Core Book 2.0.
Jinnk’Ul 1
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# Jino
Jino
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# Judge of Character A Cunning Talent. Description. Gain one advantage towards discovering the true intentions or motivations behind someone's actions or words.
Judge of Character
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# Judgement A Divine Upgrade (v1.0) and a Divine Power (v2.0) offered to Ergonauts. Description. V1.0. Instant. Suffer two neural damage. The soulbender can pick any character in his line of sight that has just played a card. The soulbender discards as many cards as his Faith from the top of his deck and replaces the value of the played card with the value of any one of the cards he has discarded. V2.0. Instant. Choose another character in your line of sight that has just played a card and suffer as much neural damage as his Faith. Then, discard as many cards as your Faith from the top of the deck, and replace the value of the card played by your target with the value of any one of the cards you have discarded. Prophet Level. Shuffle back into the deck any amount of the cards you discarded when using this power.
Judgement
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# Juggernaut Suit A type of Suit Equipment which can be equipped by characters. Origins. The Juggernaut Suit was introduced in the Core Book 2.0.
Juggernaut Suit
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# Kaheem's Rig A rig introduced in , associated with Kaheem Lahami. Licence. Kaheem's Rig is not currently licensed for reproduction on this site.
Kaheem's Rig
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# Kaheem Lahami A Non-Player Character from . Kaheem Lahami is the owner of Kaheem's Rig. Licence. This NPC is not currently licensed for reproduction on this site.
Kaheem Lahami
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# Kaive A type of ranged projectile weapon known for it's built-in grenade launcher. Source Material. The Kaive was introduced in the Core Book 2.0.
Kaive
fandom.faith-the-sci-fi-rpg
# Kaliva Kaliva is one of the five Gods in the FAITH universe. Kaliva respects only one thing in mortals and that is the will to improve oneself. Kaliva only accepts those who work hard to achieve their goals and who are never satisfied with being in second place. For Kaliva, there is always a way, and those that do not find it are not good enough. Followers. Nature isn’t as pure as one might think. Nature is ruthless and cares not for those who fall behind. The strong prey on the weak and the weak on the weakest. Why can Nature be cruel and not be judged? Why do we force ourselves to suffer this double standard? Have we forgotten that we are just a small part of a whole?An animal will do what it must to survive, and it will do it without hesitation. To survive is the most important thing Nature asks from us. I am just another tiger making my way in this jungle.Compassion and charity are flawed in the eyes of a Kalivan. They show weakness and allow others to become lethargic and dependent. Each person must become their own man or woman, and competition can only promote self-improvement. Only those that truly deserve it will make it.   Everyone deserves a chance and Kaliva will grant it to them regardless of the prospects of failure. Failure is just a part of the learning process, no matter how many times it happens. For Kaliva, true failure is giving up, feeling satisfied with less, or being a parasite who lives off of the hard work of others. Taking things for granted and not working hard are symptoms of a sick society that preys on the goodwill of hard workers. Feed a man everyday of his life and you are left not with a productive citizen but a pet. To allow someone to rely on another person’s hard work is disrespectful, as it reduces that someone to the bearable minimum of a person. For a person to be truly able to express all of his potential, and therefore feel empowered and as important as he deserves, he must work for it.  Followers of the other Gods defame Kalivans by calling them out as evil, as if they actively tried to harm others. Such a notion is ridiculous to a Kalivan. All a Kalivan looks out for is his own well being. This sometimes benefits other people and sometimes it hurts them. It is the harsh necessity of life. Kalivans are those that create themselves from nothing. Those who fight every step of the way. Those that let other people deal with their own affairs and instead put their energies towards their own. Most of the Universe is led by Kalivans, a fact of which they are proud (and rightly so). But they are not proud for other Kalivans who have achieved their dream, as they are mere competitors; they are proud because this fact reinforces the belief they hold as the ultimate truth. While the followers of other Gods want their futures to be handed over to them, Kalivans create their own and shape the futures of those around them as they rise towards the top. 
Kaliva
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# Kalivan
Kalivan
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# Kalivan Ability A Divine Ability granted by Kaliva. Description. Activated. Spend one Godly Favour to discard any number of cards and draw that number of cards.
Kalivan Ability
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# Kalivan Mark A piece of equipment introduced in , associated with Kaliva. It can be granted by Mama Soul, Ma Ng and Sister Dagun. Licence. The Kalivan Mark is not currently licensed for reproduction on this site.
Kalivan Mark
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# Kan Jiang A Non-Player Character from . Kan Jiang is the CEO of The Union, and uses a Shamayin rig, Licence. This NPC is not currently licensed for reproduction on this site.
Kan Jiang