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fandom.faith-the-sci-fi-rpg | # Natural Selection
A Divine Upgrade granted to followers by Kaliva.
Description.
V1.0.
Whenever the soulbender confronts a character with a Skill with a lower value than the Skill he is using, the soulbender receives one advantage (The GM is considered to have a Skill value of 0).
Level I.
The soulbender may use this Upgrade once per round.
Level II.
The soulbender may use this Upgrade any number of times per round. Additionally, he ignores Skill damage penalties for the purpose of this Upgrade.
Level III.
The soulbender may use this Upgrade any number of times per round. Additionally, he ignores Skill damage penalties for the purpose of this Upgrade, and every time the soulbender achieves a critical success in a confrontation he draws one card.
V2.0.
Level I.
Instant. Take two neural damage. Gain one advantage towards one action. If the Skill you are using is higher than your opponent's, suffer one less neural damage. Limited to once per round.
Level II.
Additionally, there is no longer a limit on the times you can uset his per round.
Level III.
Additionally you can ignore Skill penalties when determining your Skill value for the purposes of determining your Skill is higher than your opponent's to use this power.
Prophet Level.
Additionally, if when you use this power you are successful, draw one card.
| Natural Selection |
fandom.faith-the-sci-fi-rpg | # Necromancer's Iz
A piece of equipment introduced in , associated with The Necromancer.
Licence.
The Necromancer's Iz is not currently licensed for reproduction on this site.
| Necromancer's Iz |
fandom.faith-the-sci-fi-rpg | # Nemesis
A type of electronic ranged weapon which uses plasma ammunition.
Source Material.
Nemesis was introduced in the Core Book 2.0.
| Nemesis |
fandom.faith-the-sci-fi-rpg | # Neural Grenade
A type of throwable munition object which is used in anti-personnel operations. It emits an EM pulse which causes neural damage.
Source Material.
The Neural Grenade was introduced in the Core Set Deck.
| Neural Grenade |
fandom.faith-the-sci-fi-rpg | # Neural Library
A Cortex Expansion.
Description.
Activated. If you spend one hour connected to the net and resting, you can download a neural map for a given Skill. Choose a Skill to have its value become 2/4/6 depending on your Mind, until you stop this ability or become traumatised or bleeding out.
| Neural Library |
fandom.faith-the-sci-fi-rpg | # Neural Recovery
A Bio Upgrade.
Description.
During the maintenance phase, you will recover neural health, even if you received neural damage in that round.
| Neural Recovery |
fandom.faith-the-sci-fi-rpg | # Neural ammunition
| Neural ammunition |
fandom.faith-the-sci-fi-rpg | # Neural damage
| Neural damage |
fandom.faith-the-sci-fi-rpg | # Neural health
| Neural health |
fandom.faith-the-sci-fi-rpg | # Neuroknife
A weapon introduced in Core Book 2.0.
Licence.
Not currently licensed for reproduction on this site.
| Neuroknife |
fandom.faith-the-sci-fi-rpg | # Neuromuscular Interface
A Vehicle Customisation Module which enhances the connection from the ship to the user, reading microscopic neuromuscular movements.
Description.
When using a Cockpit Module while cortex connected, you can choose to use either Link or Dexterity.
| Neuromuscular Interface |
fandom.faith-the-sci-fi-rpg | # Neurostimulant
Medical equipment introduced in the .
Licence.
Not currently licensed for reproduction on this site.
| Neurostimulant |
fandom.faith-the-sci-fi-rpg | # Neutralizer Drone
A type of miniature Robot which can be used to take out individuals remotely.
Source Material.
The Neutralizer Drone was introduced in . It is not currently licensed for publication on this site.
| Neutralizer Drone |
fandom.faith-the-sci-fi-rpg | # Never Give Up
A Survival Talent.
Description.
Instant. When you fail at a Survival action, you can reduce your Physical or Neural health by one for a period of one month of in-game time. If you do, you achieve a critical success instead.
| Never Give Up |
fandom.faith-the-sci-fi-rpg | # New Quan
New Quan was the first and largest Corvo colony in the universe, was founded 300 years ago when the Corvo discovered how to make use of The Labyrinth and sent five ships to the remote Yaolong system, located across the galaxy from Tiantang.
| New Quan |
fandom.faith-the-sci-fi-rpg | # Nimble
An Initiative Talent.
Description.
When you fail a Dodging action, and your opponent achieves a regular success, if you were to reduce damage, reduce the final damage you receive by two.
| Nimble |
fandom.faith-the-sci-fi-rpg | # Nirvana Rig
A rig introduced in , and featured in the .
Licence.
Not currently licensed for reproduction on this site.
| Nirvana Rig |
fandom.faith-the-sci-fi-rpg | # Nobrainer
A type of electronic ranged weapon which uses neural and ACS ammo.
Source Material.
The Nobrainer was introduced in the Core Book 2.0.
| Nobrainer |
fandom.faith-the-sci-fi-rpg | # Non-Player Character
| Non-Player Character |
fandom.faith-the-sci-fi-rpg | # Non-Player Characters
| Non-Player Characters |
fandom.faith-the-sci-fi-rpg | # Non-Player Vehicle
| Non-Player Vehicle |
fandom.faith-the-sci-fi-rpg | # Non-player characters
| Non-player characters |
fandom.faith-the-sci-fi-rpg | # Nongchang
| Nongchang |
fandom.faith-the-sci-fi-rpg | # Nongchang Sector
Nongchang is a sector of Tiantang known for its contributions to Tiantang culture (and counter-cultures). Nongchang has recently been gentrified, credit for which is claimed by Tang Travel, a subordinate of Wang Corporation. The Chief Sector Manager is currently Shai Tei.
Ren-Ren Corp, a subsidiary of Nation's Solution is currently seeking to challenge Tang Travels for control of the sector.
Nonchang is known for its communities of Jibusai, low-level Corvo who aspire to be artists, and who provide a steady stream of entertainment for the hordes of tourists who visit. The sector is particularly known for it's production of the popular music genre, Bang.
There is extensive corruption in Nonchang, with the Zhui particularly active, and with clear ties between Shai Tei and the Tong.
The Nongchang Sector Freedom Warriors (NSFW) are an armed resistance group who want the Vintage Districts to be declared a separated Sector.
Nongchang is unique in that it has a law enforcement authority which focuses on Soulbender-related crime, the Daring Agents of Mystery of Nongchang (DAMN), headed up by Professor Ang He (Research) and Commander Rizhuan (Enforcement).
The Mad Kaliva sect is active in districts of Nongchang.
Districts.
Cultural and Residential Districts.
The Wuxia Nightlcub District.
The Wuxia Nightclub is well-known as a safe venue for mercenaries, travellers, vagabonds and outlaws to undertake their business. The Tongs have a pact to avoid the club, and there haven't been any violent incidents in over seventy years.
The Small World District.
A gyro-zhan residential district known for its imitation of pre-space age Quanjie cities, the Small World is popular with Quanjie immigrants and history enthusiasts.
Engfui Park.
Engfui Park is an area in a commercial district known for it's romantic pre-space age environment.
The Hidden Court.
An anonymous loose collection of jibusai with a passion for ancient secrets of art and science, the Hidden Court isn't secret but very discreet. A key figure within this society of occult knowledge is Shifu Wan.
Vintage Districts.
A euphemism for "space slums", the Vintage districts are the home to the vast majority of Nongchang residents, colloquially known as "slummers".
Liantown District.
An experiment by Tang Travel, Liantown is the product of a cosmetic makeover and a marketing campaign which has resulted in attracting Liàn residents from Taiyang and The Union Sectors.
| Nongchang Sector |
fandom.faith-the-sci-fi-rpg | # Noteri
| Noteri |
fandom.faith-the-sci-fi-rpg | # Nubis Moth
A type of insect Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Nubis Moth |
fandom.faith-the-sci-fi-rpg | # Object
| Object |
fandom.faith-the-sci-fi-rpg | # Objects
| Objects |
fandom.faith-the-sci-fi-rpg | # Octopus Suit
A type of Suit with a mixed reputation for being both aspirational and optimised for maiming people.
Source Material.
The Octopus Suit was introduced in the Zero-G Culture Deck, and is not currently licensed for reproduction on this site.
| Octopus Suit |
fandom.faith-the-sci-fi-rpg | # Old Bones
A Raag species trait.
Description.
"Raag have a very primitive and tough bone structure."You can ignore the modifiers of up to two physical damage counters.
Additionally, you can predict when any type of planetary storm is coming.
| Old Bones |
fandom.faith-the-sci-fi-rpg | # Omnitool
A type of glove object consisting of a number of tools to facilitate technical actions.
Source Material.
The Omnitool was introduced in the Core Book 2.0.
| Omnitool |
fandom.faith-the-sci-fi-rpg | # Optical Disruptor
A Tech Upgrade.
Description.
V1.0.
Activated. The character appears as a blurry form to all detection devices (cameras, scopes, recognition systems, infrared visors, etc). The only way of recognising the character with cameras or sensors is by employing powerful processors to analyse the recorded data. Additionally, all other characters attempting to target the owner of this Upgrade will receive one disadvantage if they are not observing him with their naked eyes.
V2.0.
You cannot be aimed at by characters that are seeing you through electronic devices (ie. if they are using a suit, a cortex connected weapon, or some other electronic device to see you).
| Optical Disruptor |
fandom.faith-the-sci-fi-rpg | # Orbital Suit
A type of Suit Equipment which can be equipped by Characters.
Origins.
The Orbital Suit was introduced in the Core Set Deck.
| Orbital Suit |
fandom.faith-the-sci-fi-rpg | # Organiser
A Piloting Talent.
Description.
While you are the pilot of a vehicle, it gains one free Detachable Container module that does not count towards the limit.
| Organiser |
fandom.faith-the-sci-fi-rpg | # Other Gear
| Other Gear |
fandom.faith-the-sci-fi-rpg | # Outlier
A background trait which can be used by any species.
Description.
"You have lived outside the realm of normal for a member of your species; maybe your family gave you an unorthodox education, or maybe your are a self-learner in things that no-one else around has any interest in, or maybe it's a genetic thing and your are just different from birth."In case you have a very specific concept for a character that does not fit with the usual limitations of your species, this can be closed by any species as the background trait with the GM's consent.
You'll need the GM's approval to choose this background as it breaks the differentiations between species and it ties directly to your backstory.
Remove the limitation over either of your limited Attributes and gain 3 experience points. Then, limit a different Attribute other than Faith. You can lower the limits of an already limited Attribute down to 1.
| Outlier |
fandom.faith-the-sci-fi-rpg | # Overload
Ergon offers this Divine Upgrade (v1.0) and Divine Power (v2.0) to their followers.
Description.
V1.0.
Action (Initiative). Suffer two neural damage.
Everything in a radius of 5 metres from the soulbender receives two times his Faith in ACS damage counters.
V2.0.
Action (Initiative). Everything around you in a 5 metre (~16 ft) radius receives twice as much ACS damage as your Faith. Then, suffer two neural damage.
Prophet Level.
Alternatively to the regular effects of this power, you can:
Action (Initiative). Choose a target up to 50 metres (55 yards) away; he and all of the gear he carries receives twice as much ACS damage as your Faith. Then, suffer two neural damage.
| Overload |
fandom.faith-the-sci-fi-rpg | # P-42 Sunshine
A weapon introduced in .
Licence.
Not currently licensed for reproduction on this site.
| P-42 Sunshine |
fandom.faith-the-sci-fi-rpg | # Palaceship
A palaceship is a luxury spaceship, owned by the wealthiest and most powerful 0.01% of Tiantang, the CEOs and billionaires.
Residents of palaceships don't need to leave their luxurious home, but often have small ships which they can use for travel, for leisure or business.
| Palaceship |
fandom.faith-the-sci-fi-rpg | # Panzerfaust
A weapon introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Panzerfaust |
fandom.faith-the-sci-fi-rpg | # Papaver Sativa
A plant introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Papaver Sativa |
fandom.faith-the-sci-fi-rpg | # Parabellum Suit
A type of Suit Equipment which can be equipped by characters.
Source Material.
The Parabellum Suit was introduced in the Core Set Deck and is also featured in the .
| Parabellum Suit |
fandom.faith-the-sci-fi-rpg | # Partial Ship AI I
A Vehicle Customisation Module which allows the ship to operate autonomously under the control of the Captain.
Description.
The vehicle can be considered an NPV under the control of its Captain. The vehicle on its own can use modules as a TSE that plays 3 cards (it will receive any advantages or disadvantages provided by its modules when using them). It is not limited to one action per round; each round it will use each of the modules not used by its crew once.
It will have its crews best interest in mind when taking decisions, but will always follow it's captain's orders.
The vehicle will have a semblance of personality, and will answer questions directed at it. The vehicle's type of personality is chosen during its creation (jovial, witty, posh etc...), and it will develop further through its relationship with its crew.
| Partial Ship AI I |
fandom.faith-the-sci-fi-rpg | # Partial Ship AI II
A Vehicle Customisation Module which enables the ship to act autonomously under the control of its Captain.
Description.
The vehicle can be considered an NPV under the control of its Captain. The vehicle on its own can use modules as a TSE that plays 4 cards (it will receive any advantages or disadvantages provided by its modules when using them). It is not limited to one action per round; each round it will use each of the modules not used by its crew once.
It will have its crews best interest in mind when taking decisions, but will always follow it's captain's orders.
The vehicle will have a semblance of personality, and will answer questions directed at it. The vehicle's type of personality is chosen during its creation (jovial, witty, posh etc...), and it will develop further through its relationship with its crew.
| Partial Ship AI II |
fandom.faith-the-sci-fi-rpg | # Passive
| Passive |
fandom.faith-the-sci-fi-rpg | # Perfect Soldier
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Perfect Soldier |
fandom.faith-the-sci-fi-rpg | # Pestilencer
A weapon introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Pestilencer |
fandom.faith-the-sci-fi-rpg | # Phagocyter
A Bio Upgrade.
Description.
You gain one less Toxicity than usual from any source that gives you Toxicity.
| Phagocyter |
fandom.faith-the-sci-fi-rpg | # Phantom
A Divine Upgrade granted by Kaliva.
Description.
V1.0.
Sustained. Suffer any amount of neural damage.
Phantom affects all characters within 50 metres of the soulbender with Mind less than or equal to the neural damage he suffered to use this Divine Upgrade.
Level I.
The soulbender does not draw the attention of anyone around him unless he is directly attacking them.
Level II.
The soulbender does not draw the attention of anyone around him and they cannot remember his face, voice, name, or anything about him that is recognisable. They will have a vague idea of whatever they talked about with him.
Level III.
The soulbender does not draw the attention of anyone around him and he is not remembered by them. They cannot target the soulbender with actions that could have another valid target. Friendlies and neutrals can never be considered valid targets, unless the character performing the action is a Ledger believer.
V2.0.
Level I.
Sustained. Take two neural damage. Any character with Faith equal or lower than yours is affected by Phantom, unless you don't want them to.
A character who performs a successful Searching action against you won't be affected by your power any longer for the rest of the scene. When searching for you, they will suffer one disadvantage for every point your Faith is higher than theirs.
Level II.
Additionally, you will not draw attention as long as your behaviour does not stand out of the ordinary (you can tail someone in a public space, or go into a service-only area in a building and nobody will question your presence). After interacting with you, they will be unable to remember anything remarkable about you, they'll struggle to even remember basic things such as your species or what you talked about.
Level III.
Additionally, characters cannot target you with their actions for as long as there are other viable characters in range (viable characters can never ben characters of their own team or civilians).
Prophet Level.
Additionally, you are literally invisible until you do something that would necessarily draw attention to you (shoot someone in the face, step on someone's foot, yell like a madman).
| Phantom |
fandom.faith-the-sci-fi-rpg | # Physical Skill
| Physical Skill |
fandom.faith-the-sci-fi-rpg | # Physical damage
| Physical damage |
fandom.faith-the-sci-fi-rpg | # Physical health
| Physical health |
fandom.faith-the-sci-fi-rpg | # Piloting
Piloting allows characters to drive or fly all kinds of vehicles, from motorbikes to space freighters. The GM can grant disadvantages to characters using vehicles that are especially difficult to operate, or advantages to characters that are very familiar or well trained with specific vehicles as she sees fit.
Use.
Most often used with Dexterity when piloting vehicles that require physical input (such as those with a steering wheel), or with Link when using cortex-connected or computer-driven vehicles.
Piloting a Vehicle.
To pilot a vehicle you must be inside the Cockpit system. While there is at least one online module in the Core system, the pilot gains the ability to Accelerate, Evade and Change course.
Accelerate.
Instant. The vehicle gains one Stress if you are piloting a flying vehicle, or one Strain if you are piloting a water or land vehicle. You can use Accelerate as many times as the vehicle's Acceleration stat every round. Speed is always gained towards the side of the board your vehicle is facing.
If you are in an atmosphere, your vehicle cannot gain more Speed tokens than the vehicle's maximum speed. If you are in the vacuum of space, there is no limited to the number of Speed tokens you can have.
Evade.
Instant. The vehicle gains one Stress if you are piloting a flying vehicle, or one Strain if you are piloting a water or land vehicle, to gain one advantage towards all of its dodging actions until the end of the round. You can use Evade as many times of the vehicle's Evasion stat every round.
Change Course.
Action. Gain as much Stress if you are piloting a flying vehicle, or Strain if you are piloting a water or land vehicle, as your Speed. Then, perform a Piloting action confronted by a TSE that plays as many cards as your Speed.
If you are successful, change the direction of your vehicle on the board and lose all of your Speed.
If you fail, nothing else will happen (but if you fail by Decisive or Critical, you'll see the amount of Stress or Strain multiplied).
| Piloting |
fandom.faith-the-sci-fi-rpg | # Pilum
A ranged weapon introduced in the .
Licence.
This weapon is not currently licensed for reproduction on this site.
| Pilum |
fandom.faith-the-sci-fi-rpg | # Pirate
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Pirate |
fandom.faith-the-sci-fi-rpg | # Pirate Heavy Lee
A pirate Non-Player Vehicle.
| Pirate Heavy Lee |
fandom.faith-the-sci-fi-rpg | # Planeswalker
A Divine Upgrade granted to followers by Vexal.
Details.
Sustained (Athletics/EVA). Suffer three neural damage.
The soulbender can move up to 2.5 metres per turn through any solid surface as if it was not there. The character needs to establish contact with whatever he is going to move through before moving. This means that this Divine Upgrade cannot be used on things that suddenly come into contact with the character (such as letting bullets go through the body without harm).
The soulbender cannot carry anything outside his body while using this Upgrade, including gear or clothes. He can have Upgrades of any type.
The consequences of getting stuck in the middle of something will be determined by the GM, taking into consideration the consistency of the material and the Constitution of the character.
| Planeswalker |
fandom.faith-the-sci-fi-rpg | # Planetary Life Scanner
A Vehicle Customisation Module which enables the detection of life from orbit.
Description.
A planetary life scanner is a medium range scanner that cand etect most lifeforms on the surface of a planet after a full rotation in an orbit around 500 km over the surface of the planet.
It will provide data about the amount of biomass, the animal and place composition of the biosphere, as well as data relative to the composition of the atmosphere, oceans and main rock formations.
| Planetary Life Scanner |
fandom.faith-the-sci-fi-rpg | # Planetside Corvo
A Corvo species background trait.
Description.
"You have lived most of your life in Quanjie or another planetside Corvo colony."You cannot pick the Space Affinity. If you have a technical profession you gain one advantage when you use it.
Profession examples: Bio, Civil, Electrical, Building, Chemical or Electronic Technician/Engineer, Architect etc...
| Planetside Corvo |
fandom.faith-the-sci-fi-rpg | # Plasma Cannon
A Vehicle Customisation Module which installs a plasma weapon on the vehicle.
Description.
Plasma 5.
| Plasma Cannon |
fandom.faith-the-sci-fi-rpg | # Plasma Gun
A Vehicle Customisation Module that installs a plasma weapon on the vehicle.
Description.
Plasma 1.
| Plasma Gun |
fandom.faith-the-sci-fi-rpg | # Plasma Spear
A Vehicle Customisation Module which installs a plasma weapon on the vehicle.
Description.
Plasma 2.
| Plasma Spear |
fandom.faith-the-sci-fi-rpg | # Plasma Weapons
| Plasma Weapons |
fandom.faith-the-sci-fi-rpg | # Plasma ammunition
| Plasma ammunition |
fandom.faith-the-sci-fi-rpg | # Plasma weapons
| Plasma weapons |
fandom.faith-the-sci-fi-rpg | # Playing in the Corvosphere
The Corvosphere is the largest cultural entity in the Universe, and the region where most FAITH adventures take place. Everything can happen there: new opportunities await around every corner, but danger lies ahead at every turn. Everything and everyone is for same or hire.
Private property is pivotal, and whatever you can buy is yours and you have the right to defend it as you see fit. The courts are at the service of private property, and will defend whoever can prove their private property was in any way harmed or trespassed.
In the Corvosphere, it is up to each citizen to earn their livelihood. Credits are the universal currency, but their worth depends greatly on where they are. Tiantang and the resorts are the most expensive by far, while mining colonies are extremely cheap - but it is hard to find anything other than basic needs coverage in them.
Characters can buy any kind of gear if they have enough credits. It is nearly impossible to find free items, but property is guaranteed by law (which of course does not prevent thieves and other underworld types from trying to separate rightful owners from their property).
Character's Economy.
In the Corvosphere, charcters needs to earn their livelihood, migrate, or die. This is represented in the game with the Lifestyle system.
| Playing in the Corvosphere |
fandom.faith-the-sci-fi-rpg | # Playing with Ambience
| Playing with Ambience |
fandom.faith-the-sci-fi-rpg | # Poacher
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Poacher |
fandom.faith-the-sci-fi-rpg | # Police Officer
An iz'kal NPC employed by The State to enforce the law.
Level 1.
A Level 1 NPC.
Level 2.
A Level 2 NPC.
Source Material.
Police Officers were introduced in the Core Set Deck.
| Police Officer |
fandom.faith-the-sci-fi-rpg | # Poor (Lifestyle)
A Lifestyle.
Description.
A Poor character must work fifty hours per week to maintain their lifestyle. If they stop working and do not find a similar or better job, their lifestyle will be reduced to Indigent.
They can afford cheap clothing and food, collective transport fares, rent in a tiny cubicle, eating out in the cheapest canteens, staying at shady motels, and two weeks off their job per year.
A Poor character cannot raise their Mind due to their extreme stress. They can have one Bio Upgrade or Tech Upgrade installed every five Sessions, or more if they purchase them on the black market, or have another character install it for them outside of a medical centre.
| Poor (Lifestyle) |
fandom.faith-the-sci-fi-rpg | # Portable Biodome
A Vehicle Customisation Module which deploys to a planet to enable the crew to function in a non-breathable atmosphere.
Description.
A Portable Biodome is a deplorable dome 60 metres in diameter and 10 metres in height, which an atmosphere filtering and purifying unit capable of providing breathable air for a crew of up to two people. It includes a sealing system that will isolate the atmosphere inside of it from the outside, as well as an airlock door to connect it to the spacecraft and another to the outside world.
It requires solar light or an external power source to operate, and it can take as little as ten minutes or as along as two hours to make the air inside of it breathable, depending on the atmosphere of the planet.
| Portable Biodome |
fandom.faith-the-sci-fi-rpg | # Powered Reflexes
A Bio Upgrade.
Description.
V1.0.
During initiative rounds, the character can look at the top two cards of his deck. He must play one of them face down on the table as his initiative card and discard the other.
Note that a card played as an initiative card does not trigger any effects such as Playing with Ambience or Proficiency.
V2.0.
Instant. When you Rush, take one unpreventable neural damage to play the card from the top of the deck.
| Powered Reflexes |
fandom.faith-the-sci-fi-rpg | # Powerful
An Athletic/EVA Talent.
Description.
When you perform an attack using Constitution, you deal 1 additional final damage.
| Powerful |
fandom.faith-the-sci-fi-rpg | # Precise
Precise may refer to:
| Precise |
fandom.faith-the-sci-fi-rpg | # Precise (Ballistic)
A Ballistic Talent.
Description.
Applies to Ballistic weapons only. You achieve a decisive success when your action value is 4 points over your opponent's, and you achieve a critical success when your action value is 8 points over your opponent's.
| Precise (Ballistic) |
fandom.faith-the-sci-fi-rpg | # Precise (CQC)
A CQC Talent.
Description.
You achieve a decisive success when your action value is 4 points over your opponent's, and you achieve a critical success when your action value is 8 points over your opponent's.
| Precise (CQC) |
fandom.faith-the-sci-fi-rpg | # Princess Wao
| Princess Wao |
fandom.faith-the-sci-fi-rpg | # Private Habitats
The most rare and exotic corvo habitats are owned by exceedingly wealthy or highly reputable individuals. Most are small planets, moons, or asteroids turned into luxurious paradises. The number of private habitats in existence is unknown, but many famous people talk about their visits and how their experiences were like dreams, far beyond their sensorial capacities and too great to ever fully enjoy. These places are, of course, protected by the best security contractors and their location is keep a secret from the common people.
| Private Habitats |
fandom.faith-the-sci-fi-rpg | # Profession
Profession represents the ability of characters in an area of knowledge or craft, and their position within the industry, their contacts, and their prestige.
Characters can choose anything they can think of as a profession, as long as the GM approves. There is a designated area in the character board/sheet to write the profession of the character. Characters can be anything from award-winning filmmakers to pianists, astronauts, politicians, or anything in between.
Use.
Most often used with Mind when declaring a story detail, or any other Attribute if the task relates closely to it.
Character Funds.
Profession Skill determines the amount of funds characters have at the beginning of the campaign.
Note.
When choosing the profession of a character, it is important to avoid overlapping with other Skills, as it will diminish its benefits. As an example, a character based on the Hacking Skill should not choose his profession to be “hacker”, but instead something like “IT manager”, which will allow him to declare story details like claiming he has a contact at a certain IT company, or “cryptanalyst” which will allow him to claim that his communications cannot be spied on and that he can easily spy on others.
Declaring Story Details.
Players have the right to declare details in a scene for as long as the details relate to their profession. For example, a character can claim that the NPC he is talking to is an old client of his if he is a businessman; he can claim to know where to plant a bomb to bring down a spaceship by looking at its blueprint if he is an engineer; he can claim that he brought rope and cooking tools when he is lost in some remote mountains if he is an explorer, etc.
To do this, characters must use their profession as the key element of their argument. The GM can veto any claims that seem out of scope or ask the player to revise them. If the argument is valid, the GM can confront the player and if she wins she must explain why the player failed to change the story detail.
| Profession |
fandom.faith-the-sci-fi-rpg | # Profession Talent
| Profession Talent |
fandom.faith-the-sci-fi-rpg | # Professor Typhoon
A Non-Player Character introduced in the .
Professor Typhoon is a prophet of Kaliva.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Professor Typhoon |
fandom.faith-the-sci-fi-rpg | # Proficiency
| Proficiency |
fandom.faith-the-sci-fi-rpg | # Proficient
An NPC Trait.
Description.
Once per action and after playing a card lower than their skill they are using, the NPC can add their skill value instead of the card to their action value.
| Proficient |
fandom.faith-the-sci-fi-rpg | # Projectile weapon
| Projectile weapon |
fandom.faith-the-sci-fi-rpg | # Proxy Drone
A type of Robot which permits operator telepresence.
Source Material.
The Proxy Drone was introduced in the Core Set Deck.
| Proxy Drone |
fandom.faith-the-sci-fi-rpg | # Psychometry
Vexal offers this Divine Upgrade (v1.0) or Divine Power (v2.0) to their faithful.
Description.
V1.0.
Action. Suffer two neural damage.
The soulbender may experience visions from objects of otherwise unknown history by making physical contact with them. He can obtain information such as where the object was created, who brought it there, who has been in contact with it lately, etc. Once he has a vision, he cannot have another vision of the same object unless he increases his Faith.
Level I.
The visions are blurry and chaotic.
Level II.
The visions are clear and appear in chronological order. Additionally, they contain some words that were heard close to the object.
Level III.
The visions are clear and appear in chronological order. Additionally, they contain some words that were heard close to the object. The soulbender may use Psychometry on living and dead organisms as well.
V2.0.
Level I.
Action. Suffer two neural damage. You may experience visions from objects of otherwise unknown history by making physical contact with them. You will obtain information such as where the object was created, who brought it there, who has been in contact with it lately, etc. Once you have a vision, he cannot have another vision of the same object unless you increases your Faith. The visions are blurry and chaotic.
Level II.
The visions are clear and appear in chronological order. Additionally they contain some words which were heard close to the object.
Level III.
Additionally, the soulbender may use Psychometry on living and dead organisms as well.
Prophet Level.
You can leave memories and messages in objects and people, you can select who (by name, by species, or by any other standad) will receive it when they touch it. They are not required to have Psychometry to receive it.
| Psychometry |
fandom.faith-the-sci-fi-rpg | # Push It Further
A Piloting Talent.
Description.
While you are the pilot of a vehicle, it gains +1 Acceleration.
| Push It Further |
fandom.faith-the-sci-fi-rpg | # Qing Quantum
Qing Quantum is one of the most famous manufacturers of deluxe vehicles in Corvo space. This company produces the best-known and most expensive luxury spacecars and g-cycles of Tiantang: owning a Qing gyrocycle is synonymous with wealth and good taste.
Despite most of its publicity going to sports and luxury spacecars, Qing also produces a little over half the Corvo starfighters in service through its subsidiary, Zhanche Corp.
Panxuan Spacecars Circuit.
Qing also produces two prestigious lines of racing cars, and hosts one of the most important sports events in the Corvosphere, the Panxuan Spacecars Circuit. The Qing Panxuan 11, or QP11, is known across Tiantang as the ultimate racing spacecar, and QP11 is synonymous with racing in modern Corvo speech.
| Qing Quantum |
fandom.faith-the-sci-fi-rpg | # Quan Conscript
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Quan Conscript |
fandom.faith-the-sci-fi-rpg | # Quanjie
Quanjie is the home planet of the Corvo. It is the place where they evolved and where the majority of corvo lived for nearly a millennium since the beginning of their space age. Deforestation and heavy mining has made Quanjie a poor place to live, with barren land and a weak atmosphere. The population has been greatly reduced and there has been a business exodus to Tiantang.
The only industries left on Quanjie are the exploitation of rare woods and raising large animals for meat that cannot be kept in Tiantang. Both trades are highly sought after in the Dyson ring. However, the population of Quanjie is far too large for its poor ecosystem and life is harsh for all but the richest of the inhabitants. Those who have enough money will often try to move to the Dyson ring to look for opportunities.
Formally Constituted Government.
The most powerful government on Quanjie is the Jiantian Republic, from whence the Wang Corporation originated. Other governments include Baizhi, the Lao Federation, and Yuelin.
Threats.
The terrorist organisation QUAN (Quanji United Armed Nation) is considered a planetary-level threat.
This is being countered by the Corvo Secret Service, and the Secret Service Special Forces.
| Quanjie |
fandom.faith-the-sci-fi-rpg | # Quanjie Era
| Quanjie Era |
fandom.faith-the-sci-fi-rpg | # Quarantine Containment Unit
A Vehicle Customisation Module that allows the transport of potentially dangerous items.
Description.
A quarantine containment unit is a two metres by two metres by three metres armoured container that is shielding against all types of known radiation and chemical attacks, and is capable of withstanding the most extreme amounts of physical force.
| Quarantine Containment Unit |
fandom.faith-the-sci-fi-rpg | # Quick Learner
A Cunning Talent.
Description.
After dinishing a game session, gain one experience point in addition to whatever number of experience points the you gained granted by the GM. You'll still gain 1 experience point even if the GM did not grant any experience points that session.
| Quick Learner |
fandom.faith-the-sci-fi-rpg | # Raag
| Raag |
fandom.faith-the-sci-fi-rpg | # Raag clans
Raag males are extremely territorial, and the strongest among them don’t bend to the will of others easily. It was inevitable that, when so many of them were forced to live so close, fights would arise for leadership. When the females put a stop to the inner fighting, many of the alpha males decided to split off from the community and establish their own clan, and each took with him a large number of eager followers. Thus, the different clans were born.
In the beginning, the clans were composed solely of warriors and each was led by a gladiator. However, the growing influence and power of the Cult saw that they were also included among the clan’s ranks. As time passed, the strongest clans grew from small camps to small cities. Workers became a necessity to maintain and expand the cities and so the clans turned from small armies into small communities.
The weaker clans were eventually consumed by the others until only five clans remained in control of most of the land on Heimis. While there are still many minor clans, most of them have nomadic lives, living on the surface of the planet as hunters and following the movements of wild animals. Many of these clans are composed of raag that never went back to the Surani after their childhood.
Kimora.
The members of the Kimora clan are known for their physical strength, honor, and courage, and for despising treachery, cowardice, and mindless violence. They are the oldest and most respected clan; their influence and authority is second only to the High Council. Even so, their honorable ways and their concern for the well-being of the Surani has secured them the support of the High Council in most matters.
While not the most numerous clan, they possess the strongest army and their warriors are renowned for their prowess in battle. Even the workers and other civilians are given military training. They will sometimes work as mercenaries for the Corvo in exchange for vehicles, weapons, and food, although they will always do so under their own terms.
Ever since the Cult started gaining power, the Kimora have disregarded them and attempted to limit their influence and status. The distrust the Kimora feel towards the Cult and their dislike for technology are only enhanced by the knowledge that they need both to survive. For years, the Kimora have tried to find an alternative to the Cult, but the Cult’s culture of fear within the High Council has caused them to prohibit the sharing of knowledge and technology with other species. The Kimora are extremely careful when choosing enginseers during the Culling, approaching only those that have proven their worth, and even then, they must pledge their loyalty to the clan as soon as they enter it. Being chosen by the Kimora is a great honor and they never lack enginseers among their ranks.
Eferi.
The Eferi clan is both mysterious and powerful. It was funded by members of the Shadow Council and, with the support of the Cult, it quickly rose to become one of the most prominent and feared clans.
The members of the Eferi are ambitious and shrewd, and many raag who are invited to join the Eferi during "the Culling" are trained by the Cult. The warriors in their midst are usually smaller than those of other clans, but they make up in cunning and technology what they lack in brute force.
Despite being the least numerous clan, their advanced technology, mysterious ways, and their alliance with the Cult have secured them a privileged status. They are led by a War Council composed mainly of enginseers, although the number of warriors in it keeps rising.
It was through the Eferi that the Cult found a way to grow and become something more than simple counselors, advisors, and technicians. The Eferi became the means for the Cult to fulfil their ambitions and achieve their goals. It allowed them to expand by separating themselves from their dependence on the Surani, and by allowing them to recruit new members during the Culling, eventually allowing them to command their own army and ice fortresses. But as the Eferi grew and became more complex, differences between them and the Cult arose, and they were no longer comfortable being lackeys of the Cult. The resulting power struggle hurt both of them, and they were forced to acknowledge that they needed each other. An alliance ensued in which both were considered equals.
Ever since the Eferi was founded, they have been in conflict with the Kimora, who look down on them and their ways, and believe them to be nothing but pawns of the Cult. The Eferi wish to take out the Kimora, the only clan whose opinions carry more weight than those of the Cult in the High Council, but they are aware of the risks of an open battle with them and for now, only small skirmishes between ice fortresses have taken place.
Noteri.
The Noteri is composed of outcasts. Those who are not approached by other clans during the Culling are given the choice of joining the Noteri. Those who join understand the implications and the price they are paying for being part of the clan. They will be scorned by other clans for the rest of their lives, but they will also be feared. The Noteri favor smaller spaceships over the large ice fortresses, since they are more suitable for their savage raids. They will attack isolated colonies and ice fortresses of other clans, leaving no survivors and nothing to implicate them, ensuring that no retaliation can be taken against them. The members of the Noteri are savage, ruthless, and fearless. They respect nothing and they will stop at nothing to survive.
The Noteri don’t have any establishments on Heimis. Most of them live aboard their spaceships and those that remain on Heimis will never stay in the same place for long, to avoid being found by those in other clans. Their lack of ice fortresses and land means their survival depends solely on the success of their raids. As their numbers grow, they become more aggressive and their hunger for power and lust for battle leads them to more reckless raids, some of them against planets of other species.
They have frequent dealings with the Corvo, who find their lack of morals very convenient. While they are not as powerful as the Kimora, they are much more willing to do dirty work in exchange for new ships and weapons and a sizeable part of the loot.
Velada.
The Velada is the most populous clan, and almost one third of the raag population belongs to it. The members of the Velada are hard working and non-violent for raag standards and most of them work as builders, artisans, or farmers. Despite having a sizeable army, they show little interest in warfare and use it only to protect their cities - especially from Noteri raids (although being the largest clan means that they will be the target of most other clans at one point or another). This has led them to have frequent dealings with the Kimora, who will offer additional protection to their fleets and cities in exchange for the services of their builders and artisans.
They are the only clan to have established colonies on other planets, where they produce large amounts of food and have access to resources that cannot be found on Heimis. Unlike the other clans, they are capable of producing everything they need and, since they don’t need to roam the galaxy seeking resources, they can use their ice fortresses solely to move resources between the colonies and Heimis.
The Velada have started to show a keen interest in the enginseers during the Culling, as they have realized that they can enhance the productivity of their colonies and probably even improve the work of their builders and artisans with their help. The Cult has seen this as an attack against them that might risk their monopoly over technology, but they have been unable to do anything to stop it as it has the full support of the High Council.
Jino.
The Jino is a small clan of explorers. Its members are adventurous, curious, and so peaceful that during their childhood, when most raag are forced to leave the Surani due to their violent behaviour, they were allowed to remain there. Despite that, most of those who join the Jino choose to leave the Surani of their own will to venture into the depths of the Crystal Abyss, their curiosity driving them to explore the world around them. Bright and curious, many of those who are chosen to be Jino have been trained by the Cult.
Most of their population lives aboard small ice fortresses, and those that remain on Heimis live in small towns near the Surani. Their ice fortresses will be gone for years at a time, traveling deeper into the Labyrinth than any other species has ever traveled. They are the only clan that has a close and friendly relation with the Iz’kal, with whom they trade knowledge of the Labyrinth in exchange for advanced navigation technology and spaceships. Sometimes, they will take groups of iz’kal explorers and scientists on their travels, and some of their members have spent short periods of time living in the State.
The Jino are the only clan that doesn’t have an army and also the only clan not led by a War Council. The captains of each ice fortress are the closest thing to a leader in the clan and they are in charge of the administration of food and resources for the entire clan. Still, most proposals and decisions are submitted to a referendum in which every member affected by it can vote. Since the different ice fortresses are filled with like-minded raag who share the same curiosities, the outcome of the referendums tends to be pretty unanimous and those who voted otherwise behave in a civil manner.
| Raag clans |
fandom.faith-the-sci-fi-rpg | # Radar Master
A Piloting Talent.
Description.
Gain one advantage towards Radar actions with a vehicle.
| Radar Master |
fandom.faith-the-sci-fi-rpg | # Radar Upgrade
A Vehicle Customisation Module which improves Searching actions.
Description.
The vehicle gains +2 Radar.
| Radar Upgrade |
fandom.faith-the-sci-fi-rpg | # Railgun
| Railgun |
fandom.faith-the-sci-fi-rpg | # Railgun 1
A Vehicle Customisation Module which installs a railgun on the vehicle.
Description.
Railgun 1.
| Railgun 1 |
fandom.faith-the-sci-fi-rpg | # Railgun 3
A Vehicle Customisation Module that installs a railgun on the vehicle.
Description.
Railgun 3.
| Railgun 3 |
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