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fandom.faith-the-sci-fi-rpg | # Railgun 5
A Vehicle Customisation Module which installs a railgun on the vehicle.
Description.
Railgun 5.
| Railgun 5 |
fandom.faith-the-sci-fi-rpg | # Ranged Weapon
| Ranged Weapon |
fandom.faith-the-sci-fi-rpg | # Ranged Weapons
| Ranged Weapons |
fandom.faith-the-sci-fi-rpg | # Ranged projectile weapon
| Ranged projectile weapon |
fandom.faith-the-sci-fi-rpg | # Ranged weapons
| Ranged weapons |
fandom.faith-the-sci-fi-rpg | # Raptor
A type of Corvo shocktrooper NPC.
Level 1.
A Level 1 NPC.
Level 2.
A Level 2 NPC.
Source Material.
Raptors were introduced in the Core Set Deck.
| Raptor |
fandom.faith-the-sci-fi-rpg | # Ravager
| Ravager |
fandom.faith-the-sci-fi-rpg | # Ravager (Characteristic)
If the character is hacked, they will fail their action, or suffer a disadvantage towards their next action.
| Ravager (Characteristic) |
fandom.faith-the-sci-fi-rpg | # Ravager (Disambiguation)
Ravager can refer to:
| Ravager (Disambiguation) |
fandom.faith-the-sci-fi-rpg | # Ravager (NPC Trait)
An NPC Trait.
Description.
If hacked, the NPC suffers a disadvantage in its next action; if hacked as a counteraction, the NPC fails its action.
| Ravager (NPC Trait) |
fandom.faith-the-sci-fi-rpg | # Ravager Krakenbull
A Non-Player Vehicle operated by Ravager.
| Ravager Krakenbull |
fandom.faith-the-sci-fi-rpg | # Ravager Queen
The Ravager Queen lives aboard the mothership, or rather, she is the mothership, as her body is so deeply fused with the ship’s structure that it is impossible to tell where one ends and the other begins. We couldn’t find any traces of a conventional body on the mothership we recovered from the debris of Parsaius. The entire ship was made of different resins, some of which we haven't been able to identify yet. But what made us think of it as a living being was the presence of nerve endings within the resin itself, along with a circulatory system and some other traces of organs embedded deeply within the structure of the ship. They all seemed to originate from the core of the ship, where we imagine the brain of the queen would be, but the core of the mothership we recovered was too damaged to draw any conclusions.
Our current theory is that the queens are heralds that have undergone a metamorphosis, shedding their previous body and covering themselves in a biopolymer matrix that eventually becomes the mothership. As the queens age, their bodies grow and the motherships become larger, which allows them to carry more ravager aboard them. At the same time, their brains mature, increasing their power as a hivemind and allowing them to keep more heralds under control. That means that the age of the queen is directly related to the size of the swarm and its power. Older queens will try to eliminate the younger, weaker ones to secure their long term survival, whereas young queens, aware of their vulnerability, will collaborate in order to stay alive. There is no available knowledge on the approximate lifespan of a ravager queen.
| Ravager Queen |
fandom.faith-the-sci-fi-rpg | # Reaper
Reaper may refer to:
| Reaper |
fandom.faith-the-sci-fi-rpg | # Reaper (NPC)
A Ravager Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Reaper (NPC) |
fandom.faith-the-sci-fi-rpg | # Reaper (disambiguation)
| Reaper (disambiguation) |
fandom.faith-the-sci-fi-rpg | # Reaper (weapon)
A type of electronic ranged weapon which fires plasma ammunition.
Source Material.
The Reaper was first introduced in the Core Book 2.0.
| Reaper (weapon) |
fandom.faith-the-sci-fi-rpg | # Recon
A type of Iz'kal operative NPC.
Level 2.
A Level 2 NPC.
Level 3.
A Level 3 NPC.
Source Material.
Recon operatives were introduced in the Core Set Deck.
| Recon |
fandom.faith-the-sci-fi-rpg | # Remko
Remko was a human mercenary who was recruited by the Corvo.
Story.
Remko had been in cryostasis three times. Every time he woke up, who he was, and who he had been, slipped further away. He dreamt often, and he could no longer tell if his memories were real, or just figments of his dreams, created by his mind to fill in the gaps of his existence. He was certain he was born on Earth, at least, giving him a strange sense of pride and belonging, as if the planet ever cared at all for his sorry ass.
He hated the Corvo. They found him living in the remnants of humanity’s dead civilisation. He hated the way they trained him and the way they gave him a purpose in life. And what a terrible purpose it was to live by. All the death, the suffering, the hate - was there ever a point? What a monstrous feeling, the pride he found in his achievements in the field and the kills he scored. If only they had left him to die on Earth, buried deep in his misery - he might have been better off.
Still, Remko was complacent. He never tried to escape or turn against his bosses. He accepted the escape of stasis, and had already entered willingly twice.
Maybe it was time to retire. He was getting old. Even though he had lived for only fifty years, he had been alive for over a century. Stasis was not something he would do again. If they tried to force him, he would put his gun to his own mouth - the first, and only, personal decision he would ever make.
Maybe it wouldn’t get to that. His black-ops days were behind him after all, and he enjoyed his simple job as a guard in a mining outpost. And it was an easy job; the biggest enemies he fought were dust and boredom. Every month, the cargo ships would arrive with no news, and Remko hoped it would stay that way.
Source Material.
This short story originally appeared in Rulebook v1.0.
| Remko |
fandom.faith-the-sci-fi-rpg | # Remote Control
A Vehicle Customisation Module which allows the vehicle to be given instructions remotely by its Captain.
Description.
As the vehicle's Captain, you can drive it remotely for as long as you can connect to it. Additionally, the ship can be given directions, and realistic arrival and departure times which it will follow with precision.
While self-driving, the vehicle cannot Dodge attacks.
| Remote Control |
fandom.faith-the-sci-fi-rpg | # Remote Repairs
A Vehicle Customisation Module which enables remote support of vehicles.
Description.
You can perform repairing actions against other vehicles up to two spaces on the board away.
| Remote Repairs |
fandom.faith-the-sci-fi-rpg | # Repairing Mini-Drones I
A Vehicle Customisation Module which enables repair of the vehicle.
Description.
You can perform Repairing actions on the vehicle. When you do so you can reduce the number of cards the damage plays by up to 2, but the effects of repairing won't take place for that many rounds.
| Repairing Mini-Drones I |
fandom.faith-the-sci-fi-rpg | # Repairing Mini-Drones II
A Vehicle Customisation Module which enables repairs on the vehicle.
Description.
You can perform Repairing actions on the vehicle. You can choose to delay the effects up to one round to reduce the number of cards played by the module by 2.
| Repairing Mini-Drones II |
fandom.faith-the-sci-fi-rpg | # Resonator
Technical equipment introduced in the .
Licence.
Not currently licensed for reproduction on this site.
| Resonator |
fandom.faith-the-sci-fi-rpg | # Resorts
Planets adapted for luxury vacations.
| Resorts |
fandom.faith-the-sci-fi-rpg | # Resourceful
Resourceful may refer to:
| Resourceful |
fandom.faith-the-sci-fi-rpg | # Resourceful (Profession Talent)
A Profession Talent.
Description.
You gain one advantage when using Delaring Story Details for declaring that you own or carry certain tools, documents or other things related to your Profession.
| Resourceful (Profession Talent) |
fandom.faith-the-sci-fi-rpg | # Resourceful (Species Trait)
A Human species trait.
Description.
"If Humans have one defining characteristic, it is their ability to find a way out of each and every situation."At the beginning of a scene, you draw up to 8 cards.
| Resourceful (Species Trait) |
fandom.faith-the-sci-fi-rpg | # Rhinoskin
A type of armour object which is worn by characters.
Source Material.
The Rhinoskin was introduced in the Core Book 2.0.
| Rhinoskin |
fandom.faith-the-sci-fi-rpg | # Rig
| Rig |
fandom.faith-the-sci-fi-rpg | # Rig 3 (LinkWave 1000 km)
A Vehicle Customisation Module which adds hacking abilities to a vehicle.
Description.
Action (Hacking). It causes 3 points of ACS damage when performing a DoS attack, or gives one Tag for an objective.
| Rig 3 (LinkWave 1000 km) |
fandom.faith-the-sci-fi-rpg | # Rig 4 (LinkWave 1000 km)
A Vehicle Customisation Module which enables Hacking actions from the vehicle.
Description.
Action (Hacking). It causes 4 points of ACS damage when performing a DoS action, or gives two Tags to an objective.
| Rig 4 (LinkWave 1000 km) |
fandom.faith-the-sci-fi-rpg | # Rig 4 (LinkWave 100 km)
A Vehicle Customisation Module which enables Hacking actions from the vehicle.
Description.
Action (Hacking). It causes 4 points of ACS damage when performing a DoS action, or gives two Tags to an objective.
| Rig 4 (LinkWave 100 km) |
fandom.faith-the-sci-fi-rpg | # Rig 5 (LinkWave 100 km)
A Vehicle Customisation Module which enables hacking actions from the vehicle.
Description.
Action (Hacking). It causes 5 points of ACS damage when performing a DoS action, or gives three Tags to an objective.
| Rig 5 (LinkWave 100 km) |
fandom.faith-the-sci-fi-rpg | # Road Rider
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Road Rider |
fandom.faith-the-sci-fi-rpg | # Robot
| Robot |
fandom.faith-the-sci-fi-rpg | # Robot Expansion
A Cortex Expansion.
Description.
Increases the combined level of the robots you can control by one point.
| Robot Expansion |
fandom.faith-the-sci-fi-rpg | # Robot Whisperer
A Technical Talent.
Description.
When you perform an action against an NPC for the remainder of the round, all your bots receive one advantage when they act against the same NPC.
| Robot Whisperer |
fandom.faith-the-sci-fi-rpg | # Robotary
A type of Robot used as a personal assistant, manufactured by Wang Corporation.
Source Material.
The Robotary was introduced in , and is not currently licensed for publication on this site.
| Robotary |
fandom.faith-the-sci-fi-rpg | # Robots
| Robots |
fandom.faith-the-sci-fi-rpg | # Roothound
A type of beast NPC which inhabit forests.
Level 1.
A Level 1 NPC.
Level 2.
A Level 2 NPC.
Source Material.
Roothounds were introduced in the Core Set Deck.
| Roothound |
fandom.faith-the-sci-fi-rpg | # Round
| Round |
fandom.faith-the-sci-fi-rpg | # Rousey Suit
A type of Suit Equipment which can be used by characters.
Source Material.
The Rousey Suit was introduced in the , and is featured in the Tools of the Trade II Gear Deck. It is not licensed for reproduction on this site.
| Rousey Suit |
fandom.faith-the-sci-fi-rpg | # Rulebook v1.0
The original publication of FAITH: The Sci-Fi RPG.
Licence.
The contents (including art work) from this publication is licenced CC-BY-SA for reproduction on this site by Burning Games.
Credits.
Producers.
Jon Egia Bengoetxea
Helio de Grado Fernández
Game Designers/Developers.
Carlos Gómez Quintana
Mauricio Gómez Alonso
Helio de Grado Fernández
Game Design Collaborators.
Jacob Torgerson
Vidya Bodepudi
Román Gómez Serrano
Javier Gómez Serrano
Mehdi Ben Slama
Kurunandan Jin
Kasper Luiten
Stephany Jaiquel
Douglas Peacocke
James Robinson
Virginia Tapia
Writers.
Carlos Gómez Quintana
Mauricio Gómez Alonso
Additional Writing.
E G Quinzel
Mike Foster
Copy Editor.
Jeffrey Lee
Community Manager.
Jon Egia Bengoetxea
Lead Graphic Designer.
Aleksandra Bilic
Art Director.
Carlos Gómez Quintana
Lead Artist.
Milan Nikolic
Artists.
Vukasin Bajic
Aleksa Bracic
Marco Brunelleschi
James Combridge
Shen Fei
Eduardo Garcia
Ivan Jovanovic
Lukasz Poduch
Tyler Ryan
Yong Yi Lee
Zabi Hassan
Dhenzel Obeng
Hakeem Rafai
J R Barker
Featured Artist.
Anthony Jones
| Rulebook v1.0 |
fandom.faith-the-sci-fi-rpg | # Rulebook v1.5
Rulebook v1.5 is a 36-page rulebook which shipped with A Garden In Hell Starter Set.
Licence.
Rulebook v1.5 is not currently licensed for reproduction on this site, although it is broadly the same as Rulebook v1.0 which is the basis of this wiki.
| Rulebook v1.5 |
fandom.faith-the-sci-fi-rpg | # Russ
A type of ranged projectile weapon known for being small and fast to draw.
Source Material.
The Russ was introduced in the Core Book 2.0.
| Russ |
fandom.faith-the-sci-fi-rpg | # SSF Agent
A Non-Player Character from the , an agent of the Corvo Secret Service Special Forces.
Licence.
This NPC is not currently licensed for reproduction on this site.
| SSF Agent |
fandom.faith-the-sci-fi-rpg | # Sada Thamp
A Non-Player Character from .
Sada Thamp is the owner of Sada Thamp's Cannon and the leader of The Human Front.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Sada Thamp |
fandom.faith-the-sci-fi-rpg | # Sada Thamp's Cannon
A ranged weapon from .
Sada Thamp's Cannon is owned by Sada Thamp.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Sada Thamp's Cannon |
fandom.faith-the-sci-fi-rpg | # Sailor
A Survival Talent.
Description.
Gain one advantage toward the control of ships and swimming actions, also to sailing-related actions such as the control of ships or finding directions or food while in a ship.
| Sailor |
fandom.faith-the-sci-fi-rpg | # Sang Taitu
Sang Taitu committed a heist in Wei Sector.
| Sang Taitu |
fandom.faith-the-sci-fi-rpg | # Savak
The Savak are Iz'kal special forces.
Level 2.
A Level 2 NPC.
Level 3.
A Level 3 NPC.
Source Material.
The Savak were introduced in the Core Set Deck.
| Savak |
fandom.faith-the-sci-fi-rpg | # Savak Operative
A Non-Player Character from the , who is a member of the Savak.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Savak Operative |
fandom.faith-the-sci-fi-rpg | # Savant
A type of ranged projectile weapon known for its ease of use.
Source Material.
The Savant was introduced in the Core Book 2.0.
| Savant |
fandom.faith-the-sci-fi-rpg | # Scavenger
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Scavenger |
fandom.faith-the-sci-fi-rpg | # Scene
| Scene |
fandom.faith-the-sci-fi-rpg | # Scientist
A Non-Player Character introduced in the , normally working for one of the Megacorps.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Scientist |
fandom.faith-the-sci-fi-rpg | # Sealing Gel
Medical equipment introduced in the Core Book 2.0.
License.
Not currently licensed for reproduction on this site.
| Sealing Gel |
fandom.faith-the-sci-fi-rpg | # Searching
| Searching |
fandom.faith-the-sci-fi-rpg | # Secret Coiner
A Profession Talent.
Description.
During character creation, you double the credits gained from your Profession statistic. You may attempt a Profession action to buy any item available in the game related to your profession, even if the GM has ruled you don't have access to it. You still have to pay for the item.
| Secret Coiner |
fandom.faith-the-sci-fi-rpg | # Sentient Trafficker
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Sentient Trafficker |
fandom.faith-the-sci-fi-rpg | # Serra Flies
A Ravager Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Serra Flies |
fandom.faith-the-sci-fi-rpg | # Session
| Session |
fandom.faith-the-sci-fi-rpg | # Sessions and Scenes
A game of FAITH can be as long as its players want, so it needs to be divided into sessions and scenes. A session is simply the allocated timeframe for playing the game during a specific day. After each session, the players must keep their hands of cards, discard piles and decks for the next session, as it affects the development of their characters.
Scenes are the different situations that the characters of the story might get into. Usually scenes involve the achievement or failure of a certain goal, or a point during which there is a break long enough between actions that the characters have a chance to rest. They are similar to scenes in films. The GM determines the beginning and end of a scene in a way that fits the story.
| Sessions and Scenes |
fandom.faith-the-sci-fi-rpg | # Shajara
"Tree Iz'kal"
An Iz'kal background trait.
Description.
"You have been genetically modified for life on planets with high gravity."When you draw back up to 7 cards at the beginning of a scene, you can discard up to two cards from your hand and draw the same number.
| Shajara |
fandom.faith-the-sci-fi-rpg | # Shamal 1
A combat Robot produced by The State which can be used by characters.
Source Material.
The Shamal Robot was introduced in the Core Set Deck.
| Shamal 1 |
fandom.faith-the-sci-fi-rpg | # Shamal 2
A type of combat Robot which can be operated by characters.
Source Material.
The Shamal 2 Robot was introduced in the Core Set Deck.
| Shamal 2 |
fandom.faith-the-sci-fi-rpg | # Shamayin
| Shamayin |
fandom.faith-the-sci-fi-rpg | # Shamayin Rig
A rig introduced in the Core Book 2.0.
Licence.
Not currently licensed for reproduction on this site.
| Shamayin Rig |
fandom.faith-the-sci-fi-rpg | # Shielded Skill
| Shielded Skill |
fandom.faith-the-sci-fi-rpg | # Shielded Skull
A Tech Upgrade.
Description.
V1.0.
The Firewalls of all cortex connected devices belonging to the character (or the character himself if he is a Ravager) have one advantage against Hacking attacks through LinkWave.
V2.0.
All of your cortex connected devices' Firewalls received one advantage and gain Ghost.
| Shielded Skull |
fandom.faith-the-sci-fi-rpg | # Shielding 1
A Vehicle Customisation Module which reduces damage by certain types of weapons.
Description.
Reduces the base damage taken from plasma and EM weapons by 1.
| Shielding 1 |
fandom.faith-the-sci-fi-rpg | # Shielding 3
A Vehicle Customisation Module which reduces the damage from certain types of weapon.
Description.
Reduces the base damage taken from plasma and EM weapons by 3.
| Shielding 3 |
fandom.faith-the-sci-fi-rpg | # Shielding 5
A Vehicle Customisation Module which reduces the damage from certain weapons.
Description.
Reduces the base damage taken from plasma and EM weapons by 5.
| Shielding 5 |
fandom.faith-the-sci-fi-rpg | # Shiyan
| Shiyan |
fandom.faith-the-sci-fi-rpg | # Shiyan Sector
A sector in Tiantang known for its large buildings and research centres, which attracts trainees and works from all over the universe, including Iz'kal.
The research centres are owned by Nation's Solution, which recruits graduates to work in their labs and facilities around the universe.
This sector is managed by the Coaching Council (also known as the 'CoCo'), which is dominated by Nation's Solution, but also has seats for employees of Wang Corporation and The Union.
Districts.
There are twenty-nine districts, all of which are research campuses. Each district has Coaching Labs, which provide training and education to Corvo who wish to learn a profession, have demonstrated an aptitude, and have the means to pay for travel.
In addition, each district has extensive eco-reserves, each acting as a living repository of a wide range of plant and animal life from around the Universe.
IdeaShare™ was created in the Shiyan Sector. It is also rumoured to be the home to the Yinshen School (commonly known as the The Secret Academy) headed by Master Yanjing, and to be the home of The Basement, a clandestine theological think tank.
A number of districts have given birth to what are known as Fringe Science Centres, which have given rise to a number of "science fashion" trends.
ADVance District.
This district is operated by ADVance, a corporation on the cutting edge of Corvo technology.
District 16.
District 16 hosts the Unico Neighbourhood (District 16-691), which is rumoured to be haunted.
District 22.
District 22 is home to the Dudong Centre (District 22-227), known for being the workplace of Professor Deng Chai.
The Mehdi Ben Centre for Interstellar Studies District.
The Mehdi Ben Centre for Interstellar Studies is at the forefront of research, with subjects ranging from sociology to astrophysics.
The Shiyan Stadium District.
The biggest Corball stadium in the Universe is the Shiyan Stadium, home of the Shiyan Slashers, and the Shé Wan.
Hadgou District.
A district in which a number of researchers have gone missing, and home to Omenta, an organisation developing a new network-based operating system to challenge X OS.
| Shiyan Sector |
fandom.faith-the-sci-fi-rpg | # Shock Absorbent Chamber
A Vehicle Customisation Module which reduces the effects of Stress on the crew.
Description.
The crew in the cockpit gains one advantage when confronting Stress.
| Shock Absorbent Chamber |
fandom.faith-the-sci-fi-rpg | # Shock Suit
A type of Suit known for it's ability to render the wearer unconscious instead of dead.
Source Material.
The Shock Suit was introduced in the Zero-G Culture Deck and is not licensed for reproduction on this site.
| Shock Suit |
fandom.faith-the-sci-fi-rpg | # Shooting
| Shooting |
fandom.faith-the-sci-fi-rpg | # Shu
A Non-Player Character introduced in the .
Shu is the co-leader of the Mad Kaliva Sect, and a sibling of Hu.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Shu |
fandom.faith-the-sci-fi-rpg | # Simulation Room
A Vehicle Customisation Module that allows training of crew.
Description.
You can gain experience inside this vehicle during downtime (ie. time spent travelling). You can use it to increase once per trip to any one of the following Skills as if you had used them during a session and the group voted on it: Ballistic, Survival and Piloting.
| Simulation Room |
fandom.faith-the-sci-fi-rpg | # Sister Dagun
A Non-Player Character from .
Sister Dagun is a prophet of Kaliva.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Sister Dagun |
fandom.faith-the-sci-fi-rpg | # Skill
| Skill |
fandom.faith-the-sci-fi-rpg | # Skills
| Skills |
fandom.faith-the-sci-fi-rpg | # Sleight of Hand
A Cunning Talent.
Description.
Gain one advantage towards manipulation of small objects for the purposes of misdirection or concealment. This also helps if trying to steal something small without being detected.
| Sleight of Hand |
fandom.faith-the-sci-fi-rpg | # Slow-Cooked Hack
A Hacking Talent.
Description.
When performing a Hacking action against a Firewall, take an hour to do so to gain one advantage, or a day to gain two advantages.
| Slow-Cooked Hack |
fandom.faith-the-sci-fi-rpg | # Smart Clothes
An Object which, when worn, allows the wearer to change the appearance of their clothing.
Source Material.
Smart Clothes were introduced in the Core Book 2.0.
| Smart Clothes |
fandom.faith-the-sci-fi-rpg | # Smooth Piloting
A Piloting Talent.
Description.
Instant. Discard a card without triggering any card drawing mechanics to reduce by one the cards played by the Acceleration TSE.
| Smooth Piloting |
fandom.faith-the-sci-fi-rpg | # Smuggler
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Smuggler |
fandom.faith-the-sci-fi-rpg | # Social Rank 1
| Social Rank 1 |
fandom.faith-the-sci-fi-rpg | # Social Rank 2
| Social Rank 2 |
fandom.faith-the-sci-fi-rpg | # Social Rank 3
| Social Rank 3 |
fandom.faith-the-sci-fi-rpg | # Social Rank 4
| Social Rank 4 |
fandom.faith-the-sci-fi-rpg | # Social Rank 5
| Social Rank 5 |
fandom.faith-the-sci-fi-rpg | # Socioeconomic Ranks
All settlements in FAITH, from small exploration outposts to fully inhabited planets and space stations, are given an Economic and Social Rank ranging from 1 (stone-age or tribal civilisations) to 5 (maximum advancement possible).
Economic Rank.
Economic Rank 1.
Primitive economy; barter is still the dominant currency; no citizen enjoys any form of income.
Economic Rank 2.
Poor economy; some barter combined with currency; limited organised economic activity; informal businesses; only the most privileged enjoy some regular income.
Economic Rank 3.
Limited economy; currency is the main form of trade, but economic activities are limited; very few privileged sectors or gross inequality; most citizens have to work hard.
Economic Rank 4.
Stable economy; currency is the exclusive means of trade; many propserous businesses; some inequality; resources mostly well-distributed; work is well rewarded.
Economic Rank 5.
Prosperous economy; productive powerhouse; other societies depend economically on this one; speculative currency/investments overshadow relevance of monetary currency; lowest class citizens have access to basic needs.
Social Rank.
Social Rank 1.
Primitive organisation; no law or rights charter whatsoever; quality of life is not guaranteed for anyone.
Social Rank 2.
Poor organisation; unfair or limited laws; rights are arbitrary or unequal; low quality of life standard; rampant corruption; very few or no civil liberties.
Social Rank 3.
Limited organisation; laws favour the privileged but partially cover the quality of life of the lower classes; a limited rights charter is enforced; some corruption; limited civil liberties.
Social Rank 4.
Good organisation; mostly fair laws; some prejudice and inequality may still be present, but quality of life and civil liberties are guaranteed in most cases; there may be exceptions.
Social Rank 5.
Utopia; universally fair laws and equality; prejudice limited or irrelevant; a minimum quality of life and civil liberties guaranteed for everybody.
| Socioeconomic Ranks |
fandom.faith-the-sci-fi-rpg | # Sonic Amplifier
A Tech Upgrade.
Description.
Activated. You gain an advantage towards Searching actions that rely on hearing.
You can hear everything from subsonic to ultrasonic range by focusing on a small area wishing 50 metres (~55 yards), even the smallest pin drop. This is not echolocation, and the character must decide on the Hz range when focusing. This also has an integrated monitor, and will automatically lower damaging noises to safe levels.
| Sonic Amplifier |
fandom.faith-the-sci-fi-rpg | # Soulbender
| Soulbender |
fandom.faith-the-sci-fi-rpg | # Soulhunt
A Divine Upgrade (v1.0) or Divine Power (v2.0) granted by Kaliva.
Description.
V1.0.
Action (Cunning). The soulbender can mark any sentient being in his line of sight up to 50 metres away, without the target noticing. He will be able to feel the presence of his target anywhere within the same solar system.
Level I.
One target. The soulbender can feel the approximate distance and direction of his target.
Level II.
Two targets. In addition to the distance and direction of his targets, the soulbender can feel his targets’ moods and feelings, allowing him to gain insights about them. He might be able to see some of their doings in his dreams, though they are revealed in fragments.
Level III.
Three targets. The soulbender will know the exact location of his targets. Additionally, he can see through the eyes of his targets in real time, regardless of how far they are, and feel his targets’ moods and feelings.
V2.0.
Level I.
Action. Mark a character without him knowing. You can mark any number of characters with a total Faith value equal or lower than yours. You can unmark a character at any time.
You can feel the presence and mood of marked characters anywhere in the same solar system, and you'll know their general direction. You have a pretty good idea of how far away they are.
Level II.
Additionally, if you close your eyes, you can see through any of your marked characters' eyes.
Level III.
Additionally, if you cover your ears, you'lol hear through any of your marked characters' ears, and you'll know where they are even if they don't.
Propher Level.
This power no longer has a maximum range.
| Soulhunt |
fandom.faith-the-sci-fi-rpg | # Soulhunter
A type of human NPC known for their ability to hunt people.
Level 2.
A Level 2 NPC.
Level 3.
A Level 3 NPC.
Source Material.
Soulhunters were introduced in the Core Set Deck.
| Soulhunter |
fandom.faith-the-sci-fi-rpg | # Space Worker
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Space Worker |
fandom.faith-the-sci-fi-rpg | # Space exploration
The discovery of the Labyrinth completely changed the landscape of space exploration. The Corvo, who had made rigorous but primitive strides towards wormhole technology, put their research on hold as they did not need to create their own wormholes anymore. The Labyrinth, a gigantic web of naturally occurring, interconnected wormholes - a web with more exits than can be counted - is very treacherous to navigate. Some tunnels are so narrow that only the tiniest of robot probes can navigate them without colliding into themselves, while others contain entire star systems. Many teams have been sent to explore its tunnels but very few have returned; as communication inside the wormhole is extremely complicated, one can only wait.
The Corvo and the Iz'kal started to explore the Labyrinth as soon as they were capable, unaware of the other as they mapped, conquered, and exploited the resources of dozens of star systems. Since they found the Labyrinth, the growth of the Corvo had been exponential - at least until their first encounter with an iz’kal colony. For the first time in their age of exploration, they had met another species as advanced and as powerful as themselves.
The first contact was tense and all attempts at a diplomatic and friendly relationship had failed. Their civilisations were too different, their moral codes disparate. To each, the other represented decay and evil. One wanted freedom, and the other wanted community. They tried to stop communications, to keep the other away, but both species were too involved with the Labyrinth. They had grown into it, and their colonies and their interests lied within it. In each species’ quest for expansion, interaction would be inevitable: often one would spend enormous amounts of resources to explore a system, only to find that the other had arrived first.
There were two choices: start a war or go somewhere else. Open war was not an option on the table: the destructive power of both civilisations ensured the complete annihilation of both sides, with no one left to enjoy the spoils. And both sides were not ready for a full scale space war, especially in a place as strange as in the Labyrinth - where things can go south at the smallest miscalculation.
The relationship between the Corvo and the Iz’kal had to continue. They met, they discussed, they fought, and they hated. An agreement was created, and the rules of intergalactic exploration and conquest were drawn. It was very simple: there could be no attacks between the two civilisations and whomever landed first on a planet had all rights to it.
The space race began. Each species wanted the best planets, either to colonize them or to mine them. They set up their flags everywhere they went, whether it was a habitable paradise or a desolated rock. And while the rules were fair, the space race resulted in plenty of dirty tactics.
Expedition teams into new territory would disappear regularly, followed by the discovery that the other species had already claimed that territory for themselves. The governments took advantage of the fact that communication was difficult, and that it was hard to find proof of foul play. The war was slow, silent, and deadly.
The Corvo and the Iz’kal now coexist in a state of cold war, as direct confrontation is nearly impossible. They compete for resources and try to collapse their opponent’s economic systems through fierce commerce. They fight black-op wars on remote planets, while incredible duels between hackers take place on a daily basis, fueled by the information that intelligence and counterintelligence agents provide them. Missionaries and inquisitors convert their rivals’ populations to their own Gods, and agitators stir the native species of planets under their enemies’ domain into rebellion.
However, each species has its own internal conflicts, as many religions coexist and their greedy Gods are always hungry for expansion. Prophets, politicians, and businessmen all struggle for control. The universe holds its breath, waiting to see who will fall first and
what will be the fate of the known species.
| Space exploration |
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