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fandom.faith-the-sci-fi-rpg | # Kassima Lahan
A Non-Player Character from .
Kassima Lahan is a prophet of Hexia, and can grant the Hexian Mark.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Kassima Lahan |
fandom.faith-the-sci-fi-rpg | # Ki Suit
A type of Suit Equipment which may be equipped by characters.
Origins.
The Ki Suit was introduced in the Core Book 2.0.
| Ki Suit |
fandom.faith-the-sci-fi-rpg | # Kimora
| Kimora |
fandom.faith-the-sci-fi-rpg | # Kira Brave
A Kira Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Kira Brave |
fandom.faith-the-sci-fi-rpg | # Knight, The
| Knight, The |
fandom.faith-the-sci-fi-rpg | # Knowledgeable
A Profession Talent.
Description.
You gain one advantage when using Declaring Story Details for claiming how something related to your Profession works, or how it should behave.
| Knowledgeable |
fandom.faith-the-sci-fi-rpg | # Korian
| Korian |
fandom.faith-the-sci-fi-rpg | # Kunbu
Kunbu is an algae which is grown as the staple base food of the Corvo.
Gyro-zhans in Tiantang operate large kunbu tanks, the output of which is converted into all types of food, with a variety of textures, flavours, colours and aromas.
| Kunbu |
fandom.faith-the-sci-fi-rpg | # LG Colosseum
| LG Colosseum |
fandom.faith-the-sci-fi-rpg | # Lab I
A Vehicle Customisation Module which allows crew to carry out scientific experiments.
Description.
You can use the laboratory to develop experiments and gain information from biological samples. You can develop Bio Upgrades, drugs, duplicate biologically-based items etc...
| Lab I |
fandom.faith-the-sci-fi-rpg | # Lab II
A Vehicle Customisation Module that allows crew to carry out scientific experiments.
Description.
You can use the laboratory to develop experiments and gain information from biological samples. You can develop Bio Upgrades, drugs, duplicate biologically-based items etc... Gain one advantage when you use it.
| Lab II |
fandom.faith-the-sci-fi-rpg | # Labourer
A Raag background trait.
Description.
"You are hardworking and in touch with reality. While the warrior caste plays their war games and the warm bloods run around, meddling with things better left alone, you build useful tools, grow food, and pass your knowledge to future generations."You gain 20 experience points.
| Labourer |
fandom.faith-the-sci-fi-rpg | # Lady Zhui
| Lady Zhui |
fandom.faith-the-sci-fi-rpg | # Last Word
An Initiative Talent.
Description.
If you were to become Spent from performing a counteraction, instead become the last character to act during this Initiative Round.
| Last Word |
fandom.faith-the-sci-fi-rpg | # Ledger
Ledger is the God of those who want to see the world burn, or who think that life is a joke that should be pushed to the limit. There is very little sense in what a follower of Ledger does, because they do not benefit anyone, not even themselves.He has a voice that is like fire. Whenever he speaks worlds burn in the pyres of passion. They think he is a visionary, and follow him by the millions. But he is just a primal being of unleashed desires.
Followers.
People believe in Ledger for all kinds of reasons. Some think that the sentient species bring evil to the Universe and should be extinct, some desire revenge for the pain they have suffered, and some do things that do not benefit anyone, for reasons not understood. Many simply find joy in causing chaos, from compulsive internet trolls and pranksters, to mad terrorists with no clear ideology behind their actions. Ledger gives these people an outlet for their madness and a purpose where there is none.
Ledger believers are usually considered dysfunctional members of society, and a danger to others and themselves. When confronted with these accusations, Ledger followers have responded with these answers: “No answer”; sets fire to his hair; “you are the sick ones, sugar coating life with biased ideology and social constructs based on miscommunicated knowledge and values from older generations whose ways of living were meant to satisfy different needs than those of yourself, which causes you to live in a broken society of lost people incapable of adapting to a system that has lost sight of the true nature of its citizens”; “how would I know?”; “you are simply a fragment of my subconscious being, don't bother me with stupid questions.”
Those who believe in Ledger are unorganised and are loose in their moral behaviour. Their actions bring confusion, disorder, and chaos.
The most devoted believers give up their previous lives and become ‘ghosts’ by abandoning or killing those they knew, burning their fingerprints, and ingesting drug cocktails that mutate their DNA, so that any traces of who they were are destroyed. Every single ghost calls themselves Ledger, which makes everything very confusing for police forces, who are forced to adopt code names for each one. This makes Ledger giggle. All of them.
Ledger is the only God without an organised cult. Most Ledger believers are unstable enough to be too dangerous for each other. They are surely unstable enough to be a danger to themselves. But it is in the nature of Ledgers to not care for themselves, and sometimes misfortune brings a few together and horrible things happen. They never last very long, as even Ledger himself, in all his might, has trouble keeping his followers alive. It is not known if he even cares.
In order to bring even more chaos to the Universe, Ledger grants powers to his believers that allows them to pretend to believe in other Gods, so many of them have been found in other Gods’ cults. It is every Ledger’s dream to become a prophet of another God. They enjoy long and elaborate ongoing jokes, so it is possible that this has already happened. A Ledger can take a joke so far that he might even increase the reach of the God he is falsely following, taking his joke to the grave - or he might blow up a cathedral and cause a war between two cults instead. Who knows.
| Ledger |
fandom.faith-the-sci-fi-rpg | # Ledger's Mark
A Divine Power offered by Ledger to followers of any God during character creation.
Description.
V2.0.
You gain a variation to the Ledgerite Ability.
Activated. Gain the characteristic Misfortune (write it down on your character sheet) to play any card from your hand as a Joker (it won't trigger any draw mechanics).
You gain Misfortune any amount of times. At any point during a confrontation in which you take part, the GM can remove one of your Misfortune instances to use Ledger's ability against you, playing it in favour of any other character or TSE.
| Ledger's Mark |
fandom.faith-the-sci-fi-rpg | # Ledgerite Ability
A Divine Ability granted by Ledger.
Description.
Spend one Godly Favour to play any card from your hand as a Joker (it doesn't trigger drawing cards rules).
| Ledgerite Ability |
fandom.faith-the-sci-fi-rpg | # Ledgerite Mark
A piece of equipment introduced in , associated with Ledger.
Licence.
The Ledgerite Mark is not currently licensed for reproduction on this site.
| Ledgerite Mark |
fandom.faith-the-sci-fi-rpg | # Li Liang
A form of music, particularly celebrated at concerts in the LG Colosseum.
| Li Liang |
fandom.faith-the-sci-fi-rpg | # Life Mod
| Life Mod |
fandom.faith-the-sci-fi-rpg | # Lifemod
| Lifemod |
fandom.faith-the-sci-fi-rpg | # Lifemods
The most renowned type of art in the Corvosphere is the creation of lifemods for AR helmets and implants.
Lifemods completely recreate the appearance of reality for the user, allowing for a personal and interesting way of experiencing life. This allows for fans of certain games, books, films, etc., to see life around them as if they were living in their favourite piece of fiction, making the urban environment of Tiantang look like an underwater city or a jungle - with buildings as trees or mountains. Most people use lifemods of some kind, and some very powerful ones can even change the looks of people, not only things.
Using lifemods has its risks: lifemods that are in beta or that have not passed all required safety tests can disrupt the user’s experience of reality in a harmful way. For example, when someone crosses a road and a certain model of car is not recognised by the AR, the lifemod could glitch and make the car appear to be immobile. It is recommended to keep lifemods up to date and only use those sold by recognised companies, as hackers can very well affect how others see reality. And there are plenty of lifemods created by coders or pirates, as their way to express themselves and their view of the world. Some might change street advertisements into anti-system messages, while others list the horrors that take place to create such products (such as child labour, slavery, abuse, and the pollution of alien planets).
Lifemods are fantastic ways for workers to escape their routine. Some days their work place will look like a tranquil forest and other days like an epic volcano. It has by far become one of the most used and sold types of softwares.
| Lifemods |
fandom.faith-the-sci-fi-rpg | # Lifestyle
| Lifestyle |
fandom.faith-the-sci-fi-rpg | # Lifestyle System
| Lifestyle System |
fandom.faith-the-sci-fi-rpg | # Light Feet
A Survival Talent.
Description.
You gain one advantage towards Stealth actions, for as long as your Armour value is no higher than 1.
| Light Feet |
fandom.faith-the-sci-fi-rpg | # Lin Mang Stealth Craft
A Vehicle Model.
| Lin Mang Stealth Craft |
fandom.faith-the-sci-fi-rpg | # Linear Speed Regulator
A Vehicle Customisation Module which reduces the effects of Stress and Strain on a vehicle.
Description.
Cancel the first Stress or Strain this vehicle gains when using Accelerate each round.
| Linear Speed Regulator |
fandom.faith-the-sci-fi-rpg | # Link
A character attribute.
Description.
Link represents the ability of a character to understand and interact with technology. It is used whenever a character performs an action involving computers, networks, electronic devices or even digitally controlled spaceships or other similarly controlled vehicles.
Upgrades.
A character can have as many Tech Upgrades as his Link.
Use.
Almost always used with Hacking. Also sometimes used with Piloting, Medical, Technical, and Profession.
| Link |
fandom.faith-the-sci-fi-rpg | # LinkWave
| LinkWave |
fandom.faith-the-sci-fi-rpg | # LinkWave radar
A device which is able to detect and locate other LinkWave devices within it's LinkWave range.
| LinkWave radar |
fandom.faith-the-sci-fi-rpg | # LinkWave radars
| LinkWave radars |
fandom.faith-the-sci-fi-rpg | # Little Heimis
One of Gu's best-organised Habitat Webs is, ironically, not built by locals or by any off-sector company. It's a neighbourhood built by, and for, Tiantang's growing Raag migrant community.
Mostly brought from their homeworld as extra hands for menial or violent jobs. Raag immigrants are spread throughout the Great Ring, but their largest concentration is in Little Heimis, or Raagtown.
Little Heimis was built around an unarmed ice fortress, one of the first to arrive to Tiantang independently, which was gradually turned into a stationary, massive boarding house. The ship's decks were turned into courtyards, and its imposing battlements into apartments. Then, other pieces of scattered debris were added and attached to the great structure, and Raagtown few until it rivalled Corvo Gyro-zhans in size.
Here, the Raag have built a society much like the one they had back home, with a strong matriarchal presence that takes care of politics, leadership and education while the males go out to hunt - except that Tiantang prey are not wild arctic creatures, but criminals, corporate debtors, and rival mercenaries. While Raagtowners come from all the Heimis clans, they live and behave like a single clan in Tiantang feeling more loyalty and kinship for their fellow Raagtowners than their former clan bonds.
Nearly 200,000 Raag make Little Heimis their home, though they work in countless different place and trades across Tiantang. Many Raag are getting used to nonviolent work, such as construction or piloting, but most of them take mercenary side jobs to avoid becoming soft - or losing their temper and crushing their supervisors' heads. Also a few Raag have questioned their gender roles, as the Tiantang economy does not require a male/female division of labour, but most Little Heimis residents still cling to their tradition, and those who don't like are free to go away.
Outsiders, even other Gu locals, are not welcome in Little Heimis, and many Corvo squatters have been violently evicted. The mobs have also tried to set up shop in Raagtown a couple of times, but always end up leaving the Raag alone after the first dozen dead enforcers. While forced to interact with Corvo when they leave Little Heimis, in their turf the Raag keep to themselves, and get all the supplies they need from the other ice fortresses. In short, Little Heimis belongs to the Raag, and they are free there.
| Little Heimis |
fandom.faith-the-sci-fi-rpg | # Little Wang
| Little Wang |
fandom.faith-the-sci-fi-rpg | # Living Quarters
A Vehicle Customisation Module which houses one (or two if intimate) crew.
Description.
Each living quarter fits one crew member, or it can be shared by a couple.
| Living Quarters |
fandom.faith-the-sci-fi-rpg | # Lone Wolf
An NPC Trait.
Description.
The NPC ignores the effects of exhaustion.
| Lone Wolf |
fandom.faith-the-sci-fi-rpg | # Lords of Wei
Wei Sector may be the least frivolous and most business-like of all Tiantang sectors, but it does have its celebrities and social gossip. Only it doesn't both with pop idols or shallow entertainment - its idols are CEOs, and its heroes are successful entrepreneurs. Wealthy corporate owners are the closest the Corvo have to to royalty, and lacking true pop stars, Wei Sector has built a veritable cult around them, following their every step, from shopping spree to scandal, from their sexual to their corporate partners.
There's a whole media industry in Wei entirely based on following these personalities, known in local slang as the Lords of Wei, and ironic pun on the fact that the Corvo are not supposed to have authority figures.
All the Wei shareholders and officials are considered part of the Lords of Wei, but the Wao-Geng Family stands and shoulders above everyone else in wealth, power and popularity. Led by Princess Wao herself, the 'Princess' of Wei Sector, the Wao-Geng have the leading roll in all media pieces, financial news its and social gossip. There's even a neuronet channel exclusively dedicated to reporting on their daily lives, their social meetings, corporate holdings, pleasure trips, and the ups and downs of their worth in the stock market.
| Lords of Wei |
fandom.faith-the-sci-fi-rpg | # Lurching Horror
The lurching horror is a ravager that is slick, gooey, and much more dangerous than it looks.
Level 2.
An NPC.
Level 3.
An NPC.
Species Traits.
Blade Fury.
A lurching horror always gains 2 advantages towards CQC actions. He can attack 2 targets in CQC simultaneously, or focus his attacks on a single target, gaining a third additional advantage.
Nano Hooks.
The lurching horror can attach himself to a wall or ceiling with his tentacles. His movement while suspended is doubled and he is still in plain sight unless otherwise concealed. Additionally, he gains one advantage towards Agility actions.
Attribute Limit.
Lurching horrors have no Attribute limits.
Source Material.
Lurching Horrors were introduced in the Core Set Deck.
| Lurching Horror |
fandom.faith-the-sci-fi-rpg | # Lurching Horrors
| Lurching Horrors |
fandom.faith-the-sci-fi-rpg | # Luxurious Living Quarters
A Vehicle Customisation Module which provides living space for one (or two if intimate) crew.
Description.
Each living quarter fits one crew member, or can be shared by a couple. Characters living in these quarters gain +1 experience during downtime in the vehicle.
| Luxurious Living Quarters |
fandom.faith-the-sci-fi-rpg | # MERaP
A Vehicle Customisation Module which enables mineral mining.
Description.
A Mineral Extraction, Refinery and Processing (MERaP) module contains a powerful surface drill and all the necessary equipment to extract, purify and process all sorts of minerals into convenient 15 cm crystal cubes, which for most minerals means a weight between 15 and 30 kg. It can safely store 250 cubes.
While regularly obtaining valuable minerals and selling them, the crew can consider using it as their job and maintain their lifestyle.
| MERaP |
fandom.faith-the-sci-fi-rpg | # M Contractor
| M Contractor |
fandom.faith-the-sci-fi-rpg | # Ma Ng
A Non-Player Character from .
Ma Ng is prophet of Kaliva and can grant the Kalivan Mark.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Ma Ng |
fandom.faith-the-sci-fi-rpg | # Madness
A Ledgerite Divine Upgrade (v1.0) or Divine Power (v2.0).
Description.
V1.0.
Sustained. Suffer two neural damage.
All characters with Faith less than or equal to the soulbender in a 10 metre radius from him are affected, including the soulbender himself. Any confrontation involving a character affected by Madness must be resolved using cards played from the top of the deck of the GM or players involved, instead of their respective hands.
V2.0.
Sustained. Suffer one neural damage.
All characters with Faith less than or equal to yours in a 10 metre radius from him are affected, including you. Any confrontation involving a character affected by Madness must be resolved using cards played from the top of the deck, instead of their respective hands.
Prophet Level.
When you play a card from the top of the deck whilst using this power, reveal an additional card and choose which to play and which to discard.
| Madness |
fandom.faith-the-sci-fi-rpg | # Main Page
| Main Page |
fandom.faith-the-sci-fi-rpg | # Maintenance phase
| Maintenance phase |
fandom.faith-the-sci-fi-rpg | # Mama Soul
A Non-Player Character from .
Mama Soul is a prophet of Kaliva, owner of Mama Soul's Tail and can grant the Kalivan Mark.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Mama Soul |
fandom.faith-the-sci-fi-rpg | # Mama Soul's Tail
A type of God's artefact from .
Mama Soul's Tail is owned by Mama Soul.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Mama Soul's Tail |
fandom.faith-the-sci-fi-rpg | # Mao Nong
Mao Nong, known as 'Mister Mao' all over Tiantang, is an idealist by Corvo standards; a real believer that Corvo society may be improved through technology. He was given the position of Tiantang's Chief Science and Technology Officer after he became famous for inventing built-in inhibitors that significantly decreased addiction, withdrawall and neural pain associated with prolonged skulling or XD use. The story made headlines across the Corvosphere, and Mister Mao was hailed as the youngest genius alive. Want to capitalise on media attention, Wang officials chose him as the public face of technology in Tiantang, and he happily agreed.
As CSTO, Mister Mao intends to make Tiantang into an example of health and progress to all the Corvosphere by reducing the side-effects of all Corvo technology and 'Making Technology Safe' which is also his motto as a public official. He is, however, not used to giving orders or handling the needs and stress of a solar-system-equivalent of people, and delegates most of his duties to aides, assistants and sub-managers, assuming other people make the decisions, often without realising he's supposed to make them himself.
Mister Fan.
Mister Mao is a great admirer of CEO Cho Bei of Wang Corporation and her company purge policy; as the idealist he is, he believes being a celebrity is enough to deserve her attention, and has promised himself he will meet her in person one day and become her friend: who knows? Maybe more. This is, of course, wishful thinking more than anything, resembling a feasible plan, but Mao Nong is sure - like billions of other Corvo - that, 'if he could only talk to her for five minutes' …
| Mao Nong |
fandom.faith-the-sci-fi-rpg | # Mark III Spacerunner
A Vehicle Model.
| Mark III Spacerunner |
fandom.faith-the-sci-fi-rpg | # Martial Artist
Martial Artist may refer to:
| Martial Artist |
fandom.faith-the-sci-fi-rpg | # Martial Artist (CQC)
A CQC Talent.
Description.
While you are unarmed, you can use Agility to perform Grappling actions and your Hitting actions gain one advantage.
| Martial Artist (CQC) |
fandom.faith-the-sci-fi-rpg | # Martial Artist (Disambiguation)
| Martial Artist (Disambiguation) |
fandom.faith-the-sci-fi-rpg | # Martial Artist (NPC)
A type of human NPC known for their prowess in various styles of hand to hand combat.
Level 1.
A Level 1 NPC.
Level 2.
A Level 2 NPC.
Source Material.
Martial Artists were introduced in the Core Set Deck.
| Martial Artist (NPC) |
fandom.faith-the-sci-fi-rpg | # Master
An NPC Trait.
Description.
After starting a confrontation, draw a card and place it face up on the table. Whenever the NPC plays a card, it can be swapped for the card drawn thanks to this trait.
| Master |
fandom.faith-the-sci-fi-rpg | # Mechanics of FAITH
Setting up the Game.
All players and the GM will have one deck of 54 playing cards each (four suits plus two jokers). These cards are used to change the odds during confrontations, allowing characters to perform heroic deeds or causing them to fail miserably.
At the beginning of the game, all players will give their joker cards to the GM, who will shuffle them into her own deck. This is the only instance when cards from different decks can be mixed. From this point on, each player must make sure to keep his cards separated from those of other players.
When they begin the first session, the players and the GM will shuffle their decks and draw seven cards. Upon drawing the starting hand, each player can perform a mulligan, drawing a new hand and shuffling the previous one back into his deck.
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.
Drawing Cards.
When a character plays a card, he is subject to drawing new cards from his deck to his hand. There are two instances when this can happen and if both of them occur simultaneously only the most beneficial takes place.
Affinity.
Also known as "playing with ambience", if a character plays a card, and the suit matches the environment in which he is performing the action, he can immediately draw a card from his deck to his hand. This represents the character acting effectively in his environment, resulting in less exhaustion.
Additionally, each character has Affinity to a suit. When he plays a card that matches the ambience he is in and it is his Affinity, he draws two cards instead of one and keeps one of them in his hand. The other card must be put either back on top of the deck or the discard pile.
Proficiency.
Whenever a character plays a card with a value equal to or less than the Skill he is using during a confrontation, he immediately draws a card. This represents that the character is very capable in this area and the low effort (corresponding to playing a low card) does not tire him out.
Beginning of a Scene.
At the beginning of each scene, all players and the GM will keep their current hand of cards and draw back up to a total hand of seven cards.
Initiative Round.
Whenever two or more characters wish to perform an action simultaneously or in close timing with each other, an initiative round takes place. Each initiative round represents the 3 to 5 seconds during which characters rapidly perform actions to try to outperform each other or to achieve their own goals.
| Mechanics of FAITH |
fandom.faith-the-sci-fi-rpg | # Med-Injector
A Cortex Expansion.
Description.
It can be loaded with any Injectables that you have. Designate a friendly character to control the injector. While you are within 50 metres, he can use it to administer any of the loaded injectables as an instant (he must still confront the TSE if the injectable requires it).
| Med-Injector |
fandom.faith-the-sci-fi-rpg | # Medbot
A type of miniature Robot which can be used to deliver medicines in the field.
Source Material.
The Medbot was introduced in Core Book 2.0. It is not currently licensed for publication on this site.
| Medbot |
fandom.faith-the-sci-fi-rpg | # Medical
Medical skill represents the understanding of medicine and science in general. It is used when restoring physical or mental health, treating poison, or implementing Bio Upgrades.
The rules of this section are meant to be used for Medical actions performed on the field, often rushed or lacking adequate sanitary conditions and equipment. Medical actions performed in a hospital with proper equipment and supplies will be greatly sped up as determined by the GM, allowing the patient to recover completely in a matter of hours or even minutes.
In all Medical actions, the character targeted by the action is called the patient and the character performing the action is called the doctor.
The wound confronts the action as an NPC with an initial action value of 0 plus the value of cards played from the top of the GM’s deck. A card is played for every point of negative health of the patient.
Use.
Almost always used with Mind, as curing is a complex task that requires a lot of knowledge.
First Aid.
First Aid can be used on patients who are bleeding out to contain their wounds. It does not require any specialized gear, but the doctor will suffer a disadvantage if he has no medical supplies at all.
A successful First Aid action stops a patient from dying at the end of the scene due to bleeding out. This effect is lost if the patient suffers additional damage or experiences severe disturbances before receiving proper medical attention. If the patient is still bleeding out by the end of the next scene, he will die, and further First Aid actions will not have any effect over him.
Surgery.
Surgery can be used on bleeding out or traumatised characters to increase their health back up to a normal health state. Specialised medical equipment is required for a doctor to perform such delicate operations. The time required for the action is determined either by the specific equipment or one hour per damage counter being removed.
A successful Surgery action removes enough damage counters from the patient to increase his health to 0. A failed Surgery action increases the number of damage counters on the patient by one (two if it is a critical failure). That is not considered external damage and therefore does not automatically kill the character.
If the patient is bleeding out, the doctor can forfeit any number of limbs or Constitution points of the patient to remove an equal number of damage counters from him. These are removed during the Surgery action, but before establishing the number of cards the wound plays against it. Similarly, if the patient is traumatised, he can forfeit Mind points towards the same purpose. Constitution and Mind can never be reduced below 1.
The effects of losing limbs are set by the GM as she sees fit. Usually losing a limb will cause disadvantages to some actions, make it impossible to use some tools or weapons, or increase the time needed to perform certain actions.
| Medical |
fandom.faith-the-sci-fi-rpg | # Medical Systems
A Vehicle Customisation Module which enables medical care whilst in the cockpit.
Decsription.
You can perform Medical actions on the crew inside the Cockpit and gain one advantage towards it.
| Medical Systems |
fandom.faith-the-sci-fi-rpg | # Medstation
A type of Object Equipment used by medics to treat patients in the field.
Source Material.
The Medstation was introduced in the Core Book 2.0.
| Medstation |
fandom.faith-the-sci-fi-rpg | # Meeki
A type of Corvo Ledgerite NPC.
Level 2.
A Level 2 NPC.
Level 3.
A Level 3 NPC.
Source Material.
Meekis were introduced in the Core Set Deck.
| Meeki |
fandom.faith-the-sci-fi-rpg | # Megacorp
| Megacorp |
fandom.faith-the-sci-fi-rpg | # Megacorp Chief Official
A Non-Player Character introduced in the , who works for one (or more) of the Megacorps.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Megacorp Chief Official |
fandom.faith-the-sci-fi-rpg | # Megacorp Official
A Non-Player Character introduced in the , who works for one (or more) of the Megacorps.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Megacorp Official |
fandom.faith-the-sci-fi-rpg | # Megacorps
| Megacorps |
fandom.faith-the-sci-fi-rpg | # Mehdi Gate
The Mehdi Gate is the only artificial wormhole in the Corvosphere, which links Tiantang to The Labyrinth.
Travel Beyond Tiantang.
Interstellar trade, travel and exploitation requires access to The Labyrinth, and this is facilitated by the Mehdi Gate, named after its creator Mehdi Ben. All of the spaceports in Tiantang have scheduled flights to the Mehdi Ben complex, which sends thousands of ships into space every day.
Officially, the Mehdi Gate is officially an extension of the Megacorps' Sectors (The Union Sector, Wang Sector, Nation's Solution Sector), but isn't owned by any of them. It has been listed as one of the Top Ten Important Places by CorvoNet every year for nearly 250 years.
Although the gate is hundreds of kilometres wide, it can barely deal with the volume of traffic which numbers in the hundreds of thousands of ships per day. This volume of traffic requires careful control: for the vast majority of users, scheduling a departure requires months of bureaucracy, but for the wealthy and powerful, priority departure passes are available for purchase.
Regular users seeking to use the Mehdi Gate can queue for days or months, can lead to transitory - and on occasion, more permanent - communities forming among 'campers'. Sometimes campers decide they can't wait any longer, and go for the gate, causing traffic chaos, accidents. Those who aren't killed and make it to the gate are rarely heard from again. Mercenaries are always welcome to attempt to recover them, and there would be generous rewards from employers and families.
The area around the Mehdi Gate, where the camper communities form, is known as the 'Spill Sector' by Tians.
Ownership Controversy.
Representatives of Shiyan Sector have repeatedly petitioned for the gate to recognised as an extension of Shiyan because Mehdi Ben was a citizen of that sector. Although these petitions have been repeatedly denied, they keep trying.
Replicating the Gate.
Although Mehdi Ben opened the gate and linked Tiantang to The Labyrinth, the creation was more luck than judgment and in truth, the scientists and engineers who created it don't know how to recreate it.
| Mehdi Gate |
fandom.faith-the-sci-fi-rpg | # Mei Shan
A Non-Player Character introduced in the .
Mei Shan is known for her popular music.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Mei Shan |
fandom.faith-the-sci-fi-rpg | # Memorial
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Memorial |
fandom.faith-the-sci-fi-rpg | # Mental Enhancer
A Bio Upgrade.
Description.
You can have one Tech Upgrade over your limit. If this upgrade is removed, your associated Tech Upgrade and the experience points it cost are lost.
| Mental Enhancer |
fandom.faith-the-sci-fi-rpg | # Mental Skill
| Mental Skill |
fandom.faith-the-sci-fi-rpg | # Merchant's Soul
A Profession Talent.
Description.
Gain one advantage towards commerce interactions related to your Profession. You are very likely to find the best deals and itms that would be hard to find in your location if they relate to your Profession.
| Merchant's Soul |
fandom.faith-the-sci-fi-rpg | # Metropolitan Iz'kal
An Iz'kal background trait.
Description.
"You are adapted to life in the city."Choose one Iz'kal planet. You have been genetically altered to fit perfectly in it. You can one advantage towards your social interactions with natives of that planet.
| Metropolitan Iz'kal |
fandom.faith-the-sci-fi-rpg | # Middle Class (Lifestyle)
A Lifestyle in the Corvosphere.
Description.
A Middle Class character must work their job or take care of their means of income for at least forty hours a week to maintain their lifestyle. If they lose their means of income and do not find a suitable income within one year, their lifestyle will be reduced to Working Class.
They can afford nice clothing and food, having a part-time chauffeur, owning a nice apartment, eating out in decent restaurants, staying at nice hotels, and a one month vacation at a comfortable place in their star system.
A Middle Class character can only have Bio Upgrade or Tech Upgrade installed per session, unless they purchase them on the black market or have another character install it for them outside a medical centre.
| Middle Class (Lifestyle) |
fandom.faith-the-sci-fi-rpg | # Military Contractor
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Military Contractor |
fandom.faith-the-sci-fi-rpg | # Mimetism
Cost: 2 points.
Restrictions: Ravager only.
The character receives one advantage towards a Hiding action in an adequate place. Characters further than 50 metres away from him suffer one disadvantage towards all their actions against him if they require line of sight.
| Mimetism |
fandom.faith-the-sci-fi-rpg | # Mind
A character attribute.
Description.
Mind represents a character’s intelligence and ability to concentrate, as well as his ability t perceive details and patterns. It is used when recalling memories, diagnosing illnesses, designing machines, or deciphering codes.
The neural health of a character is equal to twice his Mind. He speaks fluently in as many languages as his Mind, and he can understand a little bit of as many additional languages as his Mind.
Use.
Almost always used with Cunning. Also sometimes used with Survival, Medical, Technical, and Profession.
| Mind |
fandom.faith-the-sci-fi-rpg | # Minicer
A type of miniature combat Robot used as a mobile mine.
Source Material.
The Minicer was introduced in , and is not currently licensed for reproduction on this site.
| Minicer |
fandom.faith-the-sci-fi-rpg | # Missile Expert
A Ballistic Talent.
Description.
You can shoot guided missiles to untagged targets. They will automatically fail unless the target becomes tagged before the missile reaches it.
| Missile Expert |
fandom.faith-the-sci-fi-rpg | # Mob
An NPC Trait.
Description.
While the NPC is in a group more numerous than their opponents and they are the triggering character, the NPC increases their level of success to the next best level, or decreases the level of success of their opponents to the next worst level.
| Mob |
fandom.faith-the-sci-fi-rpg | # Mobile Lab
An Object used by scientists and survivalists to analyse materials, and to produce key chemicals, such as those required for life.
Source Material.
The Mobile Lab was introduced in the Core Set Deck.
| Mobile Lab |
fandom.faith-the-sci-fi-rpg | # Mobster
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Mobster |
fandom.faith-the-sci-fi-rpg | # Mobster Boss
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Mobster Boss |
fandom.faith-the-sci-fi-rpg | # Modules
| Modules |
fandom.faith-the-sci-fi-rpg | # Mona Lisa
| Mona Lisa |
fandom.faith-the-sci-fi-rpg | # Morph
A type of biological object which follows orders and can create biological organs and material.
Source Material.
Morphs were introduced in the Core Set Deck.
| Morph |
fandom.faith-the-sci-fi-rpg | # Movement Prediction
A Vehicle Customisation Module which predicts movements by targeted vehicles to reduce the chances of them evading a shot.
Description.
Activated. Use it while shooting one of the vehicle's weapons, your target will not receive advantages from Evasion used previous to this attack (if the target uses Evasion against this attack, it will apply).
Limited to once per round.
| Movement Prediction |
fandom.faith-the-sci-fi-rpg | # Multipurpose Module
| Multipurpose Module |
fandom.faith-the-sci-fi-rpg | # Multipurpose Modules
| Multipurpose Modules |
fandom.faith-the-sci-fi-rpg | # NPC
| NPC |
fandom.faith-the-sci-fi-rpg | # NPC Trait
| NPC Trait |
fandom.faith-the-sci-fi-rpg | # NPCs
| NPCs |
fandom.faith-the-sci-fi-rpg | # Nadia
Nadia was an iz’kal diplomat posted to Tiantang.
Story.
Nadia always wanted to be a singer, but it was decided that she was better suited to be a diplomat. She was trained from an early age and, when the time came, she was sent to Tiantang to aid the iz’kal ambassador. The relations between the Iz’kal and the Corvo have always been cold at best.
Nadia hated Tiantang, but she understood that her work was a necessity to her people back home. After all, the diplomatic games between the two peoples were only a gateway for espionage and counterespionage. Each species allowed an embassy in their capital in exchange for having their own in the other’s capital, and both hoped to best the other and to gain more information than they would lose.
She knew this better than anyone else. Nadia’s job was to stop any information from leaking at any cost. Corvo who learned too much, or iz’kal that deserted their people, would soon learn about Nadia’s lost love for singing, as she hummed her favourite piece before they died to her skilled hands. The song served as a reminder of her failed childhood dreams, and she sung it while dreaming about the different life she could have led, if only she had been a little less capable with a knife.
Nadia continues to play her part in the great schemes of her species. She is willing to do what needs to be done, whether it’s seducing and killing, or performing mindless paperwork. Her life is what it should be: nothing less, and nothing more.
Source Material.
This short story originally appeared in Rulebook v1.0.
| Nadia |
fandom.faith-the-sci-fi-rpg | # Nano Hooks
A Bio Upgrade.
Description.
You can attach yourself to a wall or ceiling with his bare feet or hands.
You movement while suspended is reduced to half and you can only support as much additional weight as your own body weight.
| Nano Hooks |
fandom.faith-the-sci-fi-rpg | # Nanoengineers
A type of nanotechnology object which allows technicians to perform actions on and monitor systems remotely.
Source Material.
Nanoengineers were introduced in the Core Book 2.0.
| Nanoengineers |
fandom.faith-the-sci-fi-rpg | # Nanohooks
| Nanohooks |
fandom.faith-the-sci-fi-rpg | # Nanoskin
A Tech Upgrade.
Description.
You can be exposed to a vacuum and pressures of up to 10 atmospheres (atm) without suffering negative effects.
V2.0 only.
Additionally, your skin can mimic your surroundings, making you hard to see. You gain one advantage towards Hiding actions when your opponents are trying to detect you by sight, and any action targeting you that requires line of sight will suffer one disadvantage if performed from 20m away or more. This effect doesn't work if you are wearing clothed.
| Nanoskin |
fandom.faith-the-sci-fi-rpg | # Nanosurgeons
A type of nanotechnology object used by doctors to perform remote surgery in combat scenarios.
Source Material.
Nanosurgeons were introduced in the Core Set Deck.
| Nanosurgeons |
fandom.faith-the-sci-fi-rpg | # Nation's Solution
| Nation's Solution |
fandom.faith-the-sci-fi-rpg | # Nation's Solution Sector
A Sector forming part of Tiantang, operated by Nation's Solution as the corporate headquarters. The Nation's Solution Sector is known for its production of medical supplies and pharmaceuticals.
This sector is the rumoured home of the Secret Portal.
Districts.
Hao-Gong District.
An industrial district known for being the headquarters of Hao-Gong.
The OMEGA Plant.
A district formed of thirteen gyro-zhans which form the Obital Mass Energy Generator Apparatus (OMEGA).
| Nation's Solution Sector |
fandom.faith-the-sci-fi-rpg | # Nation’s Solution
Nation’s Solution is the megacorp that oversees the corvo industries of nanotechnology and genetic modification. They also provide the main private medical system for the corvo people. Nation’s Solution has most of the control over the food production chains, the medical centres and the bioenhancement centers within the Corvosphere.
Their investment interests lay within those areas and they are always interested in expanding their biological understanding, including the uses of new species and biospheres. They are highly interested in the exploration and discovery of new biomes and lifeforms, and they invest the most out of any company into these types of projects.
As a result, Nation’s Solution is forced to rely on other megacorps to aid their expeditions. They are looking for ways to not depend on Wang Corporation for their devices, fearing corporate espionage and sabotage. They also depend on The Union to defend their interests in the colonies and in mining areas, but are always wary of the convenient failure of an agreement. Nation’s Solution generally dislikes the need for violence, but they will use any method available to keep their shareholders happy.
Di Engun is the Chief Executive Officer of Nation's Solution, and the majority shareholder is Ma Ng.
Products.
Products designed and manufactures by Nation's Solution are listed at .
| Nation’s Solution |
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