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fandom.faith-the-sci-fi-rpg | # Space slum
| Space slum |
fandom.faith-the-sci-fi-rpg | # Space slums
Space slums, also known as zero-G habitats, consist of aggregates of old spaceships, containers and other space waste, sealed to make airtight. Outside plates are radiation-proof. Space slums are the most common form of habitat in Tiantang.
Some habitats in space slums are specifically manufactured as low-cost homes for people. These are known as G-Rooms, or 'grooms'.
Although the slums are cheap, they are endlessly customisable, and every space is as unique as its residents.
| Space slums |
fandom.faith-the-sci-fi-rpg | # Spaceborn
A Corvo species background trait.
Description.
"You are Tian born and raised. You move in 0-G like a fish in water."If your Affinity is Space, receive one advantage when you perform an action using EVA.
| Spaceborn |
fandom.faith-the-sci-fi-rpg | # Spaceborn (Species Trait)
| Spaceborn (Species Trait) |
fandom.faith-the-sci-fi-rpg | # Spacer
A Human background trait.
Description.
"You come from a military culture of mercenaries and soldiers onboard Corvo ships."Pay for one Ballistic or CQC Talent during character creation. It will not count towards the limit of Talents you can have for that Skill.
| Spacer |
fandom.faith-the-sci-fi-rpg | # Spaceship
The control rooms of spaceships are not visually impressive. There are not thousands of bleeping lights and buttons. There are not countless screens and dozens of workspaces for each specialist. Generally, there are only a few seats in front of an empty wall, with each seat having a cortex connection at the height of the neck. It is here that the pilots are able to connect themselves to the ship, and become part of the ship itself.
Spacecraft pilots do not need to read or see pertinent information, in the normal sense. They innately know and learn the information, like memories, as it uploads to their minds in real time. As events occur, the pilots are made aware and, within milliseconds, the semi-AI of the ship uploads relevant data from its memory banks directly to their minds, such as situational solutions for the pilots to process. In this heightened state of mind, pilots are able to process and make decisions reflexively. The spacecraft becomes an extension of their body.
| Spaceship |
fandom.faith-the-sci-fi-rpg | # Spec Ops (Ballistic)
A Ballistic Talent.
Description.
When an allied Spec Ops character ends his turn, if you are Ready, you can take your turn right after him, spilling Initiative Order to perform a Ballistic action.
Additionally, when you act against a character targeted by an ally during the current Round, gain one advantage to your action.
| Spec Ops (Ballistic) |
fandom.faith-the-sci-fi-rpg | # Spec Ops (CQC)
A CQC Talent.
Description.
When an allied Spec Ops character ends his turn, if you are Ready, you can take your turn right after him, skipping Initiative Order to perform a CQC action.
Additionally, when you act against a character targeted by an ally during the current Round, gain one advantage towards your action.
| Spec Ops (CQC) |
fandom.faith-the-sci-fi-rpg | # Spec Ops (Disambiguation)
Spec Ops may refer to:
| Spec Ops (Disambiguation) |
fandom.faith-the-sci-fi-rpg | # Species
| Species |
fandom.faith-the-sci-fi-rpg | # Speed Upgrade
A Vehicle Customisation Module which improves the vehicle's ability to move in an atmosphere.
Description.
The vehicle gains +2 Maximum Speed.
| Speed Upgrade |
fandom.faith-the-sci-fi-rpg | # Spiker
A Hacking Talent.
Description.
When you perform a DoS action, you deal one additional base ACS damage.
| Spiker |
fandom.faith-the-sci-fi-rpg | # Spin Plaza District
Spin Plaza is a famous FiD known for housing seventeen of the most prestigious firms in Tiantang and for being one of the few places where the wealthiest and the poorest Tian walk within sight of each other on the same gyro-zhan. Everyone has business in Spin Plaza, from the highest-rate broker to the indebted liàn worker, from the inventor struggling to get a trademark licences to the celebrity corball player looking to move his assets to a different location.
Spin Plaza is known for the Heavenfall Memorial.
| Spin Plaza District |
fandom.faith-the-sci-fi-rpg | # Spitter
A weapon introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Spitter |
fandom.faith-the-sci-fi-rpg | # Spy Drone
A type of micro-Robot which can be used to gain intelligence by a character.
Source Material.
The Spy Drone was introduced in the Core Set Deck.
| Spy Drone |
fandom.faith-the-sci-fi-rpg | # Stability
A Profession Talent.
Description.
This talent stacks and can be selected more than once.
Stability I.
Every month you gain 20% more credits than usual from your Lifestyle.
Stability II.
Every month you gain 50% more credits than usual from your Lifestyle.
Stability III.
Every month you gain 75% more credits than usual from your Lifestyle.
| Stability |
fandom.faith-the-sci-fi-rpg | # Standard Distance
| Standard Distance |
fandom.faith-the-sci-fi-rpg | # Steady Hand
A Ballistic Talent.
Description.
You can stack the effects of aiming up to thrice.
| Steady Hand |
fandom.faith-the-sci-fi-rpg | # Stealth Master
A Piloting Talent.
Description.
Gain one advantage towards Stealth actions with a vehicle.
| Stealth Master |
fandom.faith-the-sci-fi-rpg | # Stealth Upgrade
A Vehicle Customisation Module which aids with Hiding actions.
Description.
The vehicle gains +2 Stealth.
| Stealth Upgrade |
fandom.faith-the-sci-fi-rpg | # Steel Plated
A Vehicle Customisation Module which reinforces the hull at the expense of manoeuvrability.
Description.
This vehicle gains 2 Armour and loses 1 Acceleration.
| Steel Plated |
fandom.faith-the-sci-fi-rpg | # Stem Cell Matrix
Medical equipment introduced in the .
Licence.
Not currently licensed for reproduction on this site.
| Stem Cell Matrix |
fandom.faith-the-sci-fi-rpg | # Stormer
A Ravager Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Stormer |
fandom.faith-the-sci-fi-rpg | # Strong
An Athletic/EVA Talent.
Description.
You do not suffer Agility disadvantages from the gear you carry.
| Strong |
fandom.faith-the-sci-fi-rpg | # Structure Upgrade
A Vehicle Customisation Module which increases the structural integrity of the vehicle.
Description.
The vehicle gains +20% Structure, rounded up.
| Structure Upgrade |
fandom.faith-the-sci-fi-rpg | # Suit
| Suit |
fandom.faith-the-sci-fi-rpg | # Suits
| Suits |
fandom.faith-the-sci-fi-rpg | # Sulivar
An Iz'kal world.
| Sulivar |
fandom.faith-the-sci-fi-rpg | # Sulivar'ai Hiver
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Sulivar'ai Hiver |
fandom.faith-the-sci-fi-rpg | # Super Elasticity
A Bio Upgrade.
Description.
You have two advantages to actions related to elasticity such as contortionism, escaping from restraints, fitting through narrow places, etc.
| Super Elasticity |
fandom.faith-the-sci-fi-rpg | # Surani
| Surani |
fandom.faith-the-sci-fi-rpg | # Surface Vehicle Bay
A Vehicle Customisation Module which contains some useful surface vehicles.
Description.
A Surface Vehicle Bay hosts three small vehicles, including a quad-bike, a surface slider and a small motorboat, each suitable to transport up to four people and some cargo. The vehicles have about 100 km of autonomy before they need to return to the bay to recharge for two hours, after which they are fully charged again.
| Surface Vehicle Bay |
fandom.faith-the-sci-fi-rpg | # Surgery Room
A Vehicle Customisation Module that enables the delivery of trauma care.
Description.
You can use this to treat one patient that has suffered any kind of wounds, You can replace missing limbs with cybernetics or grow them back. Gain once advantage towards Medical actions.
| Surgery Room |
fandom.faith-the-sci-fi-rpg | # Survival
Survival represents how tough, crafty and self-sufficient characters are. It is used by characters to find things like food or resources in hostile environments, to orient themselves in a new location, or to do things that they need to survive, such as building a shelter, knowing what to do when a hurricane comes their way, or knowing what type of food is edible. Additionally, Survival represents the perceptiveness of the characters.
Use.
Most often used with Mind when analyzing a situation, or Dexterity when crafting things or gathering supplies.
Hiding.
Passive action. Hiding can be used while performing any type of action that does not usually draw attention. The character remains hidden as long as he remains in an adequate place to hide or until found by a Searching action. If other characters cannot physically fail to perceive the character who wants to perform a Hiding action, the GM can declare the action invalid.
Searching.
Passive action (A character can perform a passive action in the same turn he performs another action. A character performing a passive action during a confrontation can choose to play cards from the top of his deck and/or from his hand.)
Characters can perform a Searching action in three instances:
A successful Searching action will reveal the hidden character to the searcher and from that moment onwards, the hidden character is no longer considered hiding for him. A failed Searching action will leave the searcher oblivious of the location or existence of the hidden character.
| Survival |
fandom.faith-the-sci-fi-rpg | # Survival Suit
A type of Suit Equipment which can be used by characters.
Source Material.
The Survival Suit was introduced in the Core Set Deck.
| Survival Suit |
fandom.faith-the-sci-fi-rpg | # Swarm
An NPC Trait.
Description.
The NPC ignores damage from firearms and railguns.
| Swarm |
fandom.faith-the-sci-fi-rpg | # Swarmer
The swarmer is a unique type of ravager. It is not actually a creature, but instead a group of hundreds of smaller creatures that bond together to form a collective mind. The creatures not capable of thinking by themselves, but together they create a formidable being that is capable of sacrificing parts of itself without hesitation, if the need arises.
Level 2.
A type of NPC.
Level 3.
A type of NPC.
Species Traits.
Boit Swarm.
Boits are small beings formed by just a few of the swarmer’s creatures. They die when they suffer any amount of physical damage, but they are immune to neural damage. They can move up to 100 metres away from the swarmer before dying.
Action. The swarmer enters a germinative state during which he will be unable to move, but is able to can spawn as many boits as his Constitution per turn. He suffers one point of physical damage per boit spawned. He can control as many of those boits as his Mind and if he leaves this state, any active boits will immediately die. The turn they are spawned they act after everyone else, and in subsequent rounds they act during the turn of the swarmer.
Acidboit.
Physical 3 (0). Mental 4 (0).
Activated. Sacrifice itself to deal 2 points of physical damage ignoring up to 1 point of armour to everyone in a 3 metre radius.
Spyboit.
Physical 3 (0). Mental 4 (2).
It can move flying up to 20 metres per turn, it can see in infrared and has an advantage for Searching actions.
Regenboit.
Physical 3 (0). Mental 4(0).
Activated. Sacrifice itself when in physical contact with another character to have him recover 1 point of physical damage.
Devourer.
The swarmers discard one physical damage counter per turn. Additionally, they can perform an action to devour a dead character and discard three physical damage counters.
Attribute Limits.
Being composed of many small creatures has its advantages, but coordination and speed are not among them. The Agility and Dexterity Attributes of a swarmer are limited to a maximum value of 2.
Source Material.
Swarmers were introduced in the Core Set Deck.
| Swarmer |
fandom.faith-the-sci-fi-rpg | # Swarmers
| Swarmers |
fandom.faith-the-sci-fi-rpg | # Swift Move
An Initiative Talent.
Description.
If you are up to 2.5 metres away from cover when you are the target of a Ranged attack, move behind that cover before resolving the attack to gain its protection.
| Swift Move |
fandom.faith-the-sci-fi-rpg | # Symbiont Suit
A type of Suit Equipment which can be used by Ravager characters.
Source Material.
The Symbiont Suit was introduced in the , and is not currently licensed for reproduction on this site.
| Symbiont Suit |
fandom.faith-the-sci-fi-rpg | # System Upgrade
A Vehicle Customisation Module which allows a System to be upgraded.
Description.
Choose one of the vehicle's systems, it can have one additional module (up to a maximum of 5).
| System Upgrade |
fandom.faith-the-sci-fi-rpg | # T-3 Armourbane
A weapon introduced in .
Licence.
Not currently licensed for reproduction on this site.
| T-3 Armourbane |
fandom.faith-the-sci-fi-rpg | # TASER
A Vehicle Customisation Module which enables the rapid extraction of crew from a planet.
Description.
A Tactical Assault Surface Extraction Rack (TASER) is the fancy name for a steel frame with five tac-seats attached to a powerful winch hosted inside the spacecraft. It can deploy 100 metres, braises Nano material cable, and safely put the rack seating five characters in full gear back up into the ship in under 10 seconds.
| TASER |
fandom.faith-the-sci-fi-rpg | # Tactical Pack
Equipment introduced in the .
Licence.
Not currently licensed for reproduction on this site.
| Tactical Pack |
fandom.faith-the-sci-fi-rpg | # Tagger 3 (LinkWave 1000 km)
A Vehicle Customisation Module which enables the tagging of a target vehicle.
Description.
Action (Hacking). It gives 3 Tags to an objective.
| Tagger 3 (LinkWave 1000 km) |
fandom.faith-the-sci-fi-rpg | # Tagger 5 (LinkWave 1000 km)
A Vehicle Customisation Module which enables the tagging of target vehicles.
Description.
Action (Hacking). It gives five Tags to an objective.
| Tagger 5 (LinkWave 1000 km) |
fandom.faith-the-sci-fi-rpg | # Tail Reflex
A Corvo species trait.
Description.
"When a Corvo feel pain or a sudden panic attack, their tail snaps as a reflex. It is the fastest reflex in all known species and Corvo hackers put it to good used by tying their tails to the rig's cable connecting to their cortex."Activated. Connect a device tied to your tail to your cortex connector (the device cannot be used during this action).
Instant. If that device is about to receive ACS damage due to a Hacking action, it will be disconnected instead.
| Tail Reflex |
fandom.faith-the-sci-fi-rpg | # Tail Reflex (Species Trait)
| Tail Reflex (Species Trait) |
fandom.faith-the-sci-fi-rpg | # Taiyang
| Taiyang |
fandom.faith-the-sci-fi-rpg | # Taiyang Sector
The busiest sector in Tiantang, commonly known as the Mall of the Universe, known for it's luxurious commercial offerings.
Much of the sector is under the control of Wenzhao Group, which are often in the control of tongs such as the Zhui and the Hwang.
Districts.
Commercial Districts.
Dark Border District.
A popular tourist district known for its sordid businesses.
Goldust District.
This district is policed by the Goldust District Security Force.
JJ King Gyro-Zhan District.
The headquarters of Jet Jun King Interplanetary (JJ King) fashion and beauty firm.
Paliang District.
The headquarters and principal outlet of Paliang Arms.
The People Market District.
A district known for its trade in people willingly selling themselves into bonded servitude, known as peopling.
Red Beacon District.
The largest hub of gambling and prostitution in all Tiantang.
Skylight District.
A district known for its active nightlife, including the famous Cosmogate Hotel, Hightower Casino and Liberaco. This district is policed by Skylight Security.
Residential Districts.
There are fory-four Villa districts, and more than four-hundred Shanties.
Nova District.
A well-equipped Villa gyro-zhan which is known for unusually high commercial productivity, owned by Wenzhao Group. Nova District is known for it's soulbender vigilantes, such as Captain Honour, and it's soulbender arch-villains such, including Professor Typhoon.
| Taiyang Sector |
fandom.faith-the-sci-fi-rpg | # Talent
| Talent |
fandom.faith-the-sci-fi-rpg | # Talents
| Talents |
fandom.faith-the-sci-fi-rpg | # Tao Li
An older, experienced senior officer, Doctor Tao Li, the Chief Welfare Officer, oversees the Tiantang Department of Wellbeing, which takes care of the basic needs of the Corvo people - food, healthy and shelter - and of improving those needs by several corporate-sponsored Quality-of-Life programmes.
She is a stern, unemotional scientist, with an overall dislike for frivolity and time-wasting. She is, however, efficient and capable on the job, and her tenure has been one of the best in Tiantang history, doing more against hunger and sickness all over the Great Ring than her four immediate predecessors together.
Tao's Fix.
Despite seeming like she has no weaknesses, Doctor Tao has a well-hidden flaw: she is addicted to Link, the Neuro-drug from Wang Corporation, and would be willing to pay dearly for two things: one, a steady supply of the drug, and two, blackmail evidence of her addiction, which would mean a scandal for her employers if it became public.
| Tao Li |
fandom.faith-the-sci-fi-rpg | # Teamwork
An NPC Trait.
Description.
When the NPC attacks a character who has been already attacked by an ally of the NPC this round, they gain one advantage.
| Teamwork |
fandom.faith-the-sci-fi-rpg | # Tech Drone
A type of Robot which allows remote telepresence of technical experts.
Source Material.
The Tech Drone was introduced in the Core Book 2.0.
| Tech Drone |
fandom.faith-the-sci-fi-rpg | # Tech Upgrade
| Tech Upgrade |
fandom.faith-the-sci-fi-rpg | # Tech Upgrades
| Tech Upgrades |
fandom.faith-the-sci-fi-rpg | # Technical
Technical Skills are used when repairing machines, robots, vehicles and other technological devices; it represents an understanding of how to use unknown technology, how to control robots, or how to adjust suits. It is up to the GM to decide the time required for each Technical action, taking into consideration the tools at hand, the pieces available, the difficulty of the task, etc. A critical success can see the effects of the action improved or the length of the action reduced, as determined by the GM.
In all Technical actions, the character performing the action is called the technician and the machine or device targeted by the action is called the target.
Use.
Most often used with Mind when diagnosing or repairing something, or Dexterity when performing a delicate task with small parts.
Repairing.
Repairing can be used on a damaged target to remove any type of damage from it. A successful Repairing action removes all damage of one type from its target.
The damages confront 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 damage counter of the type being repaired on the target.
If the target is very badly damaged or the technician is using scrapped parts, the GM may grant disadvantages to the technician. However, she can also grant advantages if the technician has the blueprints of the target, an appropriate tool, or just the right set of spare parts. Additionally, she can establish that something is impossible to repair. Sometimes a machine is just too damaged or it needs very specific components to be repaired.
Designing & Building.
Technicians can always come up with their own designs to build or build the designs of others. In a sci-fi setting, the possibilities are endless, and it is the job of the GM to determine what can be built and what cannot.
Many things in the universe of FAITH are extremely complex and built in fascinating factories, such as robots, spaceships or even plasma rifles. However, in a world full of digital information, there are many other things that technicians can build in their very own garages.
Operating Robots.
Robots can be issued commands by their technician controllers. A technician can control as many robots as his Link with a single action. When a robot receives a command, it will do anything in its power to obey it until the task is completed or the robot is destroyed.
Operating robots requires a device with LinkWave, a radio signal, or a network, although they can be programmed to obey vocal commands. The robots must be within the technician’s range to receive commands, or they must be in appropriate conditions to process vocal commands.
| Technical |
fandom.faith-the-sci-fi-rpg | # Techno
The techno are created by the ravager queen to defend her other children from electronic attacks and to help neutralise Hacking threats before the bigger ravager come in to consume their victims. Extremely intelligent, they often act as the main links to the hive mind.
Level 1.
A type of NPC.
Level 2.
A type of NPC.
Species Traits.
Neural Rig.
The brain of a techno is very similar to an organic computer. It has LinkWave 50, Firewall 8 and plays 3 cards, and it counts as if it was cortex connected. Additionally, the Techno has one cortex connector Upgrade that does not use an Upgrade slot.
Neural Sacrifice.
Activated. The techno can choose to receive two points of neural damage and gain one advantage towards a Hacking action.
Attribute Limits.
The techno have very well developed brains, but their bodies are just a weak frame. Their Constitution and Agility Attributes are limited to a maximum value of 2.
Source Material.
Technos were first introduced in the Core Set Deck.
| Techno |
fandom.faith-the-sci-fi-rpg | # Technological
A Corvo species trait.
Description.
"The procedure goes like this: Birth, check by doctor, held by parents for 1 minute, taken to surgery to have a context connector installed, go out into the world to make a living."All corvo characters start the game with a cortex connector Upgrade. This Upgrade does not count as one of the Tech Upgrades a character can have and it does not occupy an Upgrade slot.
You always have Affinity to OS in addition to the affinity you choose during character creation.
| Technological |
fandom.faith-the-sci-fi-rpg | # Technological (Species Trait)
| Technological (Species Trait) |
fandom.faith-the-sci-fi-rpg | # Technos
| Technos |
fandom.faith-the-sci-fi-rpg | # Techpod I
A Vehicle Customisation Module which can be used by Technicians.
Description.
You can use the Techpod to make and design things and gain information from non-organic samples. You can fabricate, remove or repair Tech Upgrades, objects, robots, weapons etc...
| Techpod I |
fandom.faith-the-sci-fi-rpg | # Techpod II
A Vehicle Customisation Module that can be used for Technical actions.
Description.
You can use the Techpod to make and design things and gain information from non-organic samples. You can fabricate, remove or repair Tech Upgrades, objects, robots, weapons etc...
Gain one advantage when you use it.
| Techpod II |
fandom.faith-the-sci-fi-rpg | # Telekinesis
A Divine Upgrade (v1.0) or Divine Power (v2.0) offered by the God Vexal.
Details.
V1.0.
Action (Athletics/EVA). Suffer one neural damage.
Level I.
The soulbender can move inanimate objects up to 10 metres away as if he was holding them. He can lift up to his normal carrying weight.
Level II.
The soulbender can move inanimate objects up to 20 metres away as if he was holding them. He can lift up to his normal carrying weight.
Level III.
The soulbender can move inanimate objects up to 20 metres away as if he was holding them. He can lift up to double his normal carrying weight.
V2.0.
Level I.
Action (Athletic/EVA). You can move things and people in your line of sight up to 20 metres (~65 ft) away as if you were holding them. You can lift up to your normal carrying weight.
Level II
Action (CQC). You can perform unarmed CQC actions up to 20 metres (~65 feet) away as if you were 2 metres (~6.5 ft) away against characters in your line of sight.
Level III.
You gain one advantage towards these actions.
Prophet Level.
While using the power as if you are lifting inanimate objects, you can lift up to 500 kg.
| Telekinesis |
fandom.faith-the-sci-fi-rpg | # Telepathy
A Divine Upgrade (v1.0) and Divine Power (v2.0) from Ergon to their followers.
Details.
V1.0.
Level I.
The soulbender can send telepathic messages to anyone in his line of sight. Additionally, he can send telepathic messages to any Ergon believer within the same solar system.
Level II.
The soulbender can send telepathic messages to anyone in his line of sight or within a 100 metre radius. Additionally, he can send telepathic messages to any Ergon believer within the same solar system.
Level III.
The soulbender can send telepathic messages to anyone on the same planet. Additionally, he can send telepathic messages to any Ergon believer within the same solar system.
V2.0.
Level I.
You can send telepathic messages to anyone on the same planet. Additionally, you can send telepathic messages to any Ergon believer within the same solar system if you are aware they are there, and if they choose to receive them.
Level II.
Instant. Suffer one neural damage to heal one neural damage to as many characters as your Faith within your telepathic range. Limited to once per round.
Level III.
Activated. Choose a character and suffer as much neural damage as his Faith. The character loses his turn this round.
Prophet Level.
Receive one less neural damage when you use this power.
| Telepathy |
fandom.faith-the-sci-fi-rpg | # The Colonies
The Iz’kal keep their colonies few in number and creating one is an organised process after a long period of study. Many times has the State invested time, equipment, and personnel to research the viability of a planet as a colony, only to discover that it would not be worth it in the long run. Perhaps the planet would run out of some vital resources within a couple hundred years. The State has no need for expansion, as iz’kal population growth is carefully controlled, and sometimes even halted.
Therefore, they only build colonies on planets where they know that, within a few generations, they will be able to create a society as egalitarian and with a quality of life as high as in Al’ameen, where all the iz’kal standards can be achieved. This means that by principle, the State will not colonise a place that cannot become self-sufficient after a period of adaptation. However, the growth of Hexian ideologies, which are concerned with the possibility of being overpowered by the Corvo, is forcing the State to reconsider these policies - at the cost of personal liberties and the preservation of new planets’ biospheres.
Self-Sufficiency.
Unlike the Corvo, the Iz’kal do not have mining colonies or other places only used for their resources, as these colonies are not self-sufficient. The Iz’kal have suffered the horrors that can come from this, such as after the Uprising when the korian colonies could not communicate or share resources for years, and whole populations of iz’kal died of starvation, cold, heat, or asphyxiation.
Outposts.
They do create scientific and military outposts, however. Scientific outposts are created wherever they think they can make new discoveries that will further their understanding of the Universe and perhaps themselves. Military outposts are formed between colonies set far apart to protect convoys between them, or in strategic places to hinder the growth of the Corvo and to protect the State from any attempt at war.
| The Colonies |
fandom.faith-the-sci-fi-rpg | # The Corvosphere
| The Corvosphere |
fandom.faith-the-sci-fi-rpg | # The Culling
| The Culling |
fandom.faith-the-sci-fi-rpg | # The Cult
| The Cult |
fandom.faith-the-sci-fi-rpg | # The Cult of Eternia
| The Cult of Eternia |
fandom.faith-the-sci-fi-rpg | # The Dark Wizard's Staff
A piece of equipment introduced in , associated with The Dark Wizard.
Licence.
The Dark Wizard's Staff is not currently licensed for reproduction on this site.
| The Dark Wizard's Staff |
fandom.faith-the-sci-fi-rpg | # The Den
The headquarters of the Dragonfly Tong are here in the Den, Gu Sector, Tiantang. The place was originally a spaceport, condemned after local authorities were revealed to have ignored every safety regulation to cut costs, which cost millions in property damage, including the lives of a trade ship full of passengers.
After the spaceport was abandoned, it became a gathering spot for vagrants and street gangs. That is, until the Dragonfly Tong appeared and took over.
The Dragonflies forcibly evicted area residents, and kept a constant threat over anyone trying to return to the area, until it was acknowledged as their exclusive territory. The Dragonflies have fortified their turf with improvised barricades and even a couple of stolen, military-grade, plasma turrets. They live there, hold their meetings there, take their booty and prisoners there, and use the spaceports huge landing strips for gyro-bike racing.
The law doesn't dare enter The Den, mostly because no Gu citizen can afford private law enforcement, and even if they could, nobody would be stupid enoug to incur the Dragonflies' wrath. And as the gang grows stronger and bolder with each successful robbery or raid, their stranglehold over the spaceport area increases. They have been overtaken a couple of wards and warehouses belonging to the Hwang mob. This has only worsened the violence in the area, which looks nowhere near ending soon.
| The Den |
fandom.faith-the-sci-fi-rpg | # The Firebirds
| The Firebirds |
fandom.faith-the-sci-fi-rpg | # The Forsaken District
An unofficial district in the Wei Sector.
There's one Wei district that doesn't appear in the Sector's official records, and isn't acknowledged by Wei authorities. For all intents and purposes, the Forsaken District is not part of Wei, although it orbits among its gyro-zhans, unnoticed and out of reach.
It has no name or designation, and most Wei residents don't even know it exists. In fact, the locals have all but lost contact with the rest of Tiantang. They call it Forsaken, for they know the Corvosphere has all-but abandoned them.
Forsaken is a ramshackle grey gyro-zhan, thought lost centuries ago when a quantum reactions blew its core reactor into space. Rescue attempts failed, and soon the corps decided that salvaging the whole district was not cost-effective. So they gave up on the blown gyro-zhan and left its people for dead. Decades gave way to centuries, administrations changed, and everyone forgot the District had ever existed. It became Forsaken.
It's still there, however. There were a few survivors, but they were enough to cling to life, they retreated to cargo holds and dark corners, as isolated from each other as they were from the rest of Tiantang, and rebuilt as precarious civilisation that survived on scavenged supplies and basic, stubborn, Corvo ingenuity.
They became wandering scavengers, then scattered hunter-gathered, then small tribes. The devastated gyro-zhan was their whole world. Now and then it happened that one group of survivors found another: sometimes they fought for territory and resources, sometimes they banded together for mutual survival.
Now, nearly 400 years later, the descendants of the first survivors are a space tribe, clinging to the dead husk of the Forsaken gyro-zhan like successful bacteria.
The Great Explosion that destroyed their district has become myth; the Great Space Ring from where their ancestors came from is but a remote heaven they know only from half-forgotten memories. They are space survivalists: a post-apocalyptic society in a zero-G wasteland.
| The Forsaken District |
fandom.faith-the-sci-fi-rpg | # The Hexian Movement
The Hexian Movement claims that the Iz’kal need to grow as fast as the Corvo or they will lose everything.
Hexians follow the god Hexia, contrasted with the traditional association of the Iz'kal with Ergon.
Origins.
When the Iz’kal met the Corvo, everything changed. It did not take them long to understand that they were incompatible and that they had to share a universe that technology was rendering progressively smaller (in spite of its continual expansion).
The Iz’kal are aware that the Corvosphere grows very fast, discovers new planets and exploits them to the core, and is always investigating new ways to be more effective at expansion regardless of the cost in lives and happiness of their people as a whole. It did not take long for many sociologists to project how long the State had until it would be economically inferior to the Corvo - two centuries.
If nothing changed in two centuries, the Corvo would have grown so large that it would not matter that the Corvosphere was not an united front. Each of the megacorps would be as large as the Iz’kal State and hungry to expand their market. At that point, there would be nothing the State could do to stop them from expanding into the iz’kal society the same way they did with the humans and the Raag.
The Iz’kal would not go down easy, but in the end it wouldn’t matter. The Corvo have proven over and again that they are proficient at destroying native economies and becoming the new and better source of goods, soon after imposing their terms by monopolising the options.
As soon as the State became aware of this fact, it started taking the necessary steps to protect itself. After centuries of hardship and sacrifices under the dominion of the Korian, the Iz’kal are forced to endure hardships once more. Principles will need to be put aside, and sadly personal rights need to be sacrificed.
| The Hexian Movement |
fandom.faith-the-sci-fi-rpg | # The House of Depravity
Besides shopping and (both digital and interstellar) tourism, there's a less-known, but no less-real, typical CS pastime: the kidnapping, enslavement and torture of outsiders.
For many members of the CS high classes, this is a recreational practice, as commonplace as taking a weekend stroll or buying a new suit: even if they don't practice it regularly, sooner or later, at least once or twice, they will all be invited to come party where one of the night's diversions will consist of the rape and torture of a freshly-bought girl from out-sector, or a death battle between kidnapped liannie workers.
There's even a firm, akin to a travel company or escort service, known to provide a discreet supply of subjects, and to even organise thematic events, for those willing to pay for it.
The company is known as the House of Depravity, and, despite its secrecy, and the fact its practices are quite illegal, everybody knows about it.
Proven to exist by a now-legendary newscast by the daring Dawn Dog News team, all of which have mysteriously died or disappeared in the intervening years, the House of Depravity has existed and continued its business for decades, perhaps centuries, killing or buying off those who get in its way.
And it always has customers: there's always a wealthy dilettante who thinks offering their party guests the chance to partake in gang rape or torture is a show of good taste, a fun time, and a mark of status.
Many people, both among the lower classes and the CS elite, civilians and police, have tried to denounce the House of Depravity, to no avail. They are always silenced, bribed, or dealt with.
The only way to stop The House would be to make its business partners lose money, or blow its cover so widely that it forced the Megacorps to shut it down.
If someone - were it an agent of the law, a freelance mercenary or an independent trouble-shooter or vigilante - were to acquire enough information about The House, its leaders or their assets to dismantle the organisation, they would earn the support and goodwill of the CS police department and several citizen lobby groups.
| The House of Depravity |
fandom.faith-the-sci-fi-rpg | # The Hwang
| The Hwang |
fandom.faith-the-sci-fi-rpg | # The Hwang Tong
| The Hwang Tong |
fandom.faith-the-sci-fi-rpg | # The Knight
A Non-Player Character from .
The Knight is the owner of the Knight's Sword, and the leader of the Iz'kal Freedom Front.
Licence.
This NPC is not currently licensed for reproduction on this site.
| The Knight |
fandom.faith-the-sci-fi-rpg | # The Knight's Sword
A CQC weapon from .
The Knight's Sword is wielded by The Knight.
Licence.
This NPC is not currently licensed for reproduction on this site.
| The Knight's Sword |
fandom.faith-the-sci-fi-rpg | # The Labyrinth
The Labyrinth is a network of wormholes which connects many locations in the Universe.
| The Labyrinth |
fandom.faith-the-sci-fi-rpg | # The Lady Elopes
Details of a romance between two Corvo in Wei Sector.
Story.
Corvo values are all about freedom and equal opportunities for everyone, but when it comes down to which family has the money, and how they keep it in the family, the rules are quite different.
One of the youngest girls of the Wao-Geng family, a niece of Princess Wao by the name of Geng Hua, fell in love with some Mister Fu, a lower-income data technician from Wangertown. The family is horrified, Hua was poised to inherit three datatech firms, including, most notoriously, the one her paramour works at.
Since they don't intend to disown her, they have isolated her, assuming being apart from Mister Fu will let her outgrow her foolish infatuation with a nobody. It hasn't worked so far, and Geng Hua remains a prisoner at her own mansion. But Fu, who, as his job requires, is a very skilled hacker, has kept in touch with her clandestinely and promised to free her from the clutches of her relatives.
Freeing Hua is no mean task - it requires going against the most powerful family in Wei Sector, and by Corvo law it would be kidnapping and punishable by deportation to a penal colony. Plus, Wei is watched by the Great Army of Tiantang - the most elite military force in the Universe - in the payroll of families exactly like the Wao-Geng.
But Fu is not a blue to renounce the love of his life, and is willing to pay any sum - within his possibilities - to anyone skilled enough to take on the Wao-Gengs and their GAT mercenaries to let Geng Hua run away with her true love.
| The Lady Elopes |
fandom.faith-the-sci-fi-rpg | # The Language of Machines
A Technical Talent.
Description.
Action. Use it on one of your Robots; it will receive one advantage towards one action of your choice. Limited to once per robot per scene.
| The Language of Machines |
fandom.faith-the-sci-fi-rpg | # The Lung Dynasty
One of the most famous of the Tiantang Dynasties, and the one with a more prevalent and and insidious presence in Corvo politics, since the founding of Tiantang CS, is the Lung Dynasty, whose members are all prominent officials of the CS Board, owners of several Tiantang districts, or Megacorp shareholders.
Although Corvo families tend to avoid owning shares in more than a few companies at the same time, the Lungs are known for having family members - and interests - spread across all three Megacorps. This gives them a unique position as traders of stock, political clout and, more importantly, information that no other family has access to. All Megacorp shareholders owe at least one favour to at least one Lung member, and more than a few remain under their direct blackmail threat. The Lungs have a finger in every pie and pull most of the backdoor strings in the Corvo political scene; many assume they are the true rules of the Corvosphere.
Of course, the downside to such spread of loyalties is the Lungs' shaky reputation as ruthless, unprincipled turncoats. The family is also known for its scandals, underhanded dealings, and more than a few black sheep: whenever there's shocking gossip in the Corvo high-spheres, it's a good bet that there's a Lung involved.
Yes, everybody owes the Lungs something, but everybody knows they are deviants, backstab ers and power-hungry manipulators. As soon as a chink appears in the Lungs' political armour, many other families would take the chance to fall on them like a pack of hyenas.
The Lungs know this all too well, but make no effort to appear more respectable or clean up their image. Instead, they cover their backs by involving as many of their peers as they can in unsavoury rumours, unlawful dealings or compromising favours.
| The Lung Dynasty |
fandom.faith-the-sci-fi-rpg | # The One Percent Deck
| The One Percent Deck |
fandom.faith-the-sci-fi-rpg | # The Seer
A Non-Player Character from .
The Seer is a prophet of Hexia, the leader of The Firebirds, the owner of The Seer's Iz, and can grant the Hexian Mark.
Licence.
This NPC is not currently licensed for reproduction on this site.
| The Seer |
fandom.faith-the-sci-fi-rpg | # The Seer's Iz
A piece of equipment introduced in , associated with The Seer.
Licence.
The Seer's Iz is not currently licensed for reproduction on this site.
| The Seer's Iz |
fandom.faith-the-sci-fi-rpg | # The Space Between
Story.
The empty space between the two seemed to have the consistency of stone.
They could feel the solidity of the air between them wherever they would go. When they had lunch together, in the distance between her sofa and his armchair, between his desk and hers. Even at night, they would only enter their bed through opposite sides.
Aaliyah could feel on her skin the icy touch of the mass that separated them.
Their voices entered through it, but they arrived distorted and empty. They became like the sound of voices of long lost friends in distant memories, but so distant that they became unrecognisable and like figments of imagination. Aaliyah always answered gently, but she could never remember what they actually said.
Her friends recommended her to join a majmoa. They warned her about the solitude of monogamy, but she did not feel like opening her heart to a multitude, and neither did he. Perhaps what was wrong with them could not be fixed by sharing it.
She was waiting. Routine would drag out each little task and make distant the memories of the past. It was only when a colony ship arrived at their planet did she realise that ten whole years had gone by - and that she didn’t know what she had been waiting for. It certainly wasn’t that ship, but she decided to get on it anyway.
He cried, for two reasons: to make her feel something about leaving him, and to remind her that there was once something between them that had been worth it. They didn’t blame anything on the other. It would have been easier if she could hate him, but he didn’t deserve to be hated.
Already on the ship, Aaliyah read the pamphlet again. It promised a new beginning.
But she wasn’t so sure. Aaliyah saw the wormhole through the monitor. She felt as though the same pressure that crushed the dust specks that came to realise the whole of the Universe now took hold of her own heart. The promise of an unexplored wormhole exit could take her to a place so far away that it was possible that the light of her native star had not yet reached it.
The man that was sitting next to her encouraged her: they were going to make history. Perhaps they would discover worlds where other creatures shared their vision of life. Or maybe planets where the soil was so fertile that there was no need to cultivate.
Aaliyah smiled at the enthusiasm of the stranger who shared her enthusiasm.
But in an instant, the wormhole swallowed them whole. Their ship never made it back, and the ship sent after them never returned either. It was determined that the wormhole’s exit was unsafe and any rescue was abandoned. A committee determined that it probably exited too close to a sun, but in reality, they had no idea.
Halim never married again. He lived the rest of his life in the house he had shared with her. And at times, he could still feel the space between the two.
Source Material.
This short story originally appeared in Rulebook v1.0.
| The Space Between |
fandom.faith-the-sci-fi-rpg | # The State
The iz’kal are organised around a concept called the State. The State is the organisational structure and system of governance of the iz’kal society in which all citizens, called technocrats, take part as the administrators of the State based on their expertise and hard data.
The State works as a moneyless and ownerless organisation. Instead, it uses a fluid system that takes into consideration the labour force, the production capacity, and the reserves of resources of the colony, and manages these parameters to figure out how to run the colony with basic sustainability principles and technical capacities in mind, obtaining the most efficient lasting results.
Iz’kal people spend their whole lives working at the job that best suits them, regardless of their personal interest in it, although personal interest usually implies better results and the iz’kal are generally very satisfied with their roles. After all, they see themselves as an extension of the society as a whole and are willing to sacrifice their personal agendas for the good of all.
On the other hand, the majority of iz’kal only work in the scientific, technological, sociological, or entertainment fields, as most of the physical labour is performed by machines. Most iz’kal are therefore poets, writers, scientists, musicians, engineers, dancers, actors, philosophers, etc. All of their work is shared freely, to be used, manipulated, improved, and elevated by all others.
There are no boss-employee relationships, nor leader and follower, as everything is collaborative. Despite that, social pressure is strong and if the majority within one’s department asks them to perform a certain task, they are obligated to perform it, putting aside their personal needs. Of course, strong laws defending personal dignity and life are in place to avoid abuse of individuals by the group, which seems to be the largest problem in iz’kal society.
The State is based on public interaction and collaborative design, facilitated by open-access systems, open feedback programs, a high mobile labour force, and primary and secondary sectors based almost entirely on automated machinery.
Technocracy.
Technocrats can put forward new motions to resolve existing problems or improve old systems. To do so, they must follow the scientific method approach. The proposals are presented anonymously and are reviewed by groups of experts. When these proposals have been deemed viable at the technical level, they are distributed among the departments that might be affected by the changes proposed. The technocrats of these fields take into consideration how it would affect their work, and how their own field could improve the motion. These critiques or offers for collaboration are again distributed. The team that originated the idea takes them into consideration and works upon them. They are usually joined by teams of other departments to create a multidisciplinary motion.
Once these improved motions have taken into consideration their implications at all levels, and the availability of the resources and labour needed to implement them, they are compared with other alternatives and the most effective one is applied.
All motions are at all times open source and accessible through the State’s main system, Idealab. This means that any other technocrat can build his own motion upon it or perhaps request that the team already working on it takes into consideration some variable or idea the technocrat has come up with.
As there is a direct link between the citizens and the production of goods without an exchange in between (as in monetary systems) or possible personal gain, all new policy considerations are based on their utility and there is no market resistance to new products that might put old products out of business, nor planned obsolescence.
Police.
For many years there has not been a police force in iz’kal society. Crime is extremely rare, and is even uncommon in ’kal fiction. In a society as empathically connected as the Iz’kal, people are always aware of the feelings of those around them and most problems can be tended to before they affect society.
Still, there is no such thing as a perfect society and certain individuals do perform minor crimes, such as people taking things outside of their usage rights. These crimes are reported by other technocrats as soon as they become aware of the crime. The ‘criminal’ must appear before a commission whose job is to figure out the cause of his behaviour.
Criminals are treated as mental patients who require re-education and there are many social workers whose job is to figure out a way to improve the criminal’s life (socially rather than economically) to the usual levels of other technocrats, ultimately restoring that person to society. This is usually done by psychoanalysing the criminals, and having them enter hyperlink with people that can connect with them and help them improve.
More serious crimes are usually due to strong mental illnesses that cannot be treated by social workers. Neuroscience is making big advancements in these areas, and most of the patients affected by mental illnesses can now be treated and restored to a normal brain function. Those so out of touch with society that they are irrecoverable are eventually turned into voidwalkers, and many of them end up joining the Savak.
The Savak.
The Savak is composed of voidwalkers, iz’kal who have lost their ability to enter hyperlink and who have undergone an important physical and mental transformation. Those that so choose are trained under one of the most rigid and demanding military systems in the Universe.
They are given a single purpose in life: to defend the State. Although many fear their rigid moral code and lack of empathy, most iz’kal accept and agree that this is the best life for those that have lost their purpose. The risk of these soldiers abusing their power is there, but no one else is willing to fight the wars that the State must fight for the survival of all.
| The State |
fandom.faith-the-sci-fi-rpg | # The Taitu Code
Recently, Yendeng & Xei was caught in a scandal as one of it's brokers, the now infamous Sang Taitu, cheated on nine elite Corvo businessfolk - identities withheld by request - into a pyramid scheme disguised as a sound investment plan. When he was found out, Sang Taitu became a fugitive of justice and all his assets were frozen he escaped Wei never to return, and the lost money was never recovered.
In truth, Taitu was killed by the Hwang Tong barely a few hours after he went missing - but the con-man died without giving anyone the codes to access his ill-gained stash.
The investigation would have died there, but recently, two of Taitu's victims discovered they shared a so-far unidentified piece of malware: their IT specialists determined they were two pieces of a code. Then they understood - besides conning them, Taitu had laughed under their noses. Access to the cheated investors lost money was hidden in a code scattered and hidden across all their digital accounts. However, these two investors had found each other by chance - they have no idea of the other seven victim's identities, who remain hidden from the general public, and don't want to make an open call so as not to draw attention to the search.
They have turned to private investigation firms and freelance agents - if a discreet, capable trouble-shooter can identify the other seven investors, tactfully secure their cooperation and encourage the joining of the codes, they could recover their money and the agent would be amply rewarded.
Conversely, the agent could alert hackers or mobs to the lost code for a potentially largest reward… or even conduct an independent operation. Whatever the case, whoever owns the nine pieces of the lost code will have access to an unimaginable stash, the size of nine fortunes.
| The Taitu Code |
fandom.faith-the-sci-fi-rpg | # The Tianzi
Of all the supposed powers behind the Corvo corporate scene, none is as mysterious or unnerving as the man known only as The Tianzi. A tall, imposing Corvo that appears middle-aged but has the strength of a young man in his prime, and swears to be hundreds of years old, the Tianzi is not only a powerful business, owner of thousands of bases and districts across Tiantang: he is also a brilliant scientist and a powerful Kalivan soulbender.
Not many have been granted the honour - or punishment - of meeting the Tianzi, but few that know of his existence agree he's immortal, powerful, and all-knowing.
According to rumour, the Tianzi was the first Corvo scientist that discovered age-extending technology - some say hundreds of years ago, some say that as far back as the Quanjie Era.
Most people who hear these stories are sceptical, of course, but the fact remains that people have been whispering about the Tianzi for at least 300 years now.
The stories don't seem to agree on the actual extent of the Tianzi's power. Some say he's nothing but an eccentric blowhard, spewing ridiculous claims from his luxury palaceship; others swear he's been behind most of the Megacorps economic decisions and scientific advances, and that he's single-handedly shaped the last thousand years of Corvo history. According to some versions of the story, he claims to be a demi-god, a child of Kaliva.
Most Megacorp ceeos and official media deny the Tianzi's existence, but a few actually avoid the subject as if afraid of telling the truth. A living conspiracy theory, the Tianzi is outrageous enough to be a lie, and real enough to make people wonder.
Whatever the truth, there IS a man who calls himself that calls himself the Tianzi, claiming to have discovered the secret of eternal life, and he does have the economical, political and souldbending power to back up his claims.
| The Tianzi |
fandom.faith-the-sci-fi-rpg | # The Union
The Union Megacorp creates all weaponry and hires and trains most of the military in the Corvosphere. They also invest the most out of all megacorps in mining and space exploration.
The Union is deeply interested in weapon and spacecraft developments. They have the best technicians for their mining facilities and they seek to recruit lesser species to their military and their workforce, utilising their diversified capabilities and their cheap labour. Most of the humans in the Corvosphere work for The Union.
They are not happy to deeply depend upon Nation’s Solution to satisfy their workers needs for basic resources. The Union fears being left with no health care system and no food in a moment of war or critical expansion.
The Union would love to find an alternative to Wang Corp for their software and hardware needs; they hope to be able to produce everything in-house in the future. They are studying if Wang Corp might have left back doors in their systems for future use, perhaps in a hostile takeover attempt.
The main shareholder of The Union is Xeon Magno, and the Chief Executive Office is Kan Jiang.
Products.
Products designed and manufactured by The Union and its divisions are listed at .
| The Union |
fandom.faith-the-sci-fi-rpg | # The Union Sector
A collection of bleak, unwelcoming districts in Tiantang Sector under the control of The Union. The Union Sector is known as the home of the Corvo Lian culture, and consists of factories, training camps, shipyards and weapons manufacturers,
Districts.
Yen Yards District.
A district operated by Yen, consisting of extensive ship yards, used to manufacture a wide range of spacecraft.
Qun Pao District.
A district known for its arms manufacturing facilities, operated by Qun Pao.
Humantown.
Humantown is the largest concentration of humans in the Three Sectors, and the birthplace of the Black Watch and the Human Front.
| The Union Sector |
fandom.faith-the-sci-fi-rpg | # The Uprising
| The Uprising |
fandom.faith-the-sci-fi-rpg | # The Zhui
| The Zhui |
fandom.faith-the-sci-fi-rpg | # The Zhui Tong
| The Zhui Tong |
fandom.faith-the-sci-fi-rpg | # Thermosurveyor
A tool introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Thermosurveyor |
fandom.faith-the-sci-fi-rpg | # Throwable
| Throwable |
fandom.faith-the-sci-fi-rpg | # Tian
A Tian is a resident of Tiantang.
| Tian |
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