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fandom.faith-the-sci-fi-rpg | # Tiantang
| Tiantang |
fandom.faith-the-sci-fi-rpg | # Tiantang CS
| Tiantang CS |
fandom.faith-the-sci-fi-rpg | # Tiantang Capital Sector
Tiantang Capital Sector (also known as Tiantang, CS) is the closest the Corvo have to a seat of government. It has very low population density, and has many of the most advanced gyro-zhans in all of Tiantang.
Tiantang CS consists of four types of district: Corporate, Residential, Palaceship, and Trade.
The Board.
The Board is the corporate body which oversees Tiantang. Each of the three Megacorps employ a senior member of the board, the Chief Security Officer (Zhang Ye, The Union), the Chief Welfare Officer (Tao Li, Nation's Solution), and the Chief Science and Technology Officer (Mao Nong, Wang Corporation). These board members report to their own boards, and are responsible for ensuring compliance with regulations, including oversight of the Overseeing Boards of sectors, and the district managers.
Districts.
Corporate Districts.
There are thirteen Corporate Districts in Tiantang CS, which are, with the exception of embassy districts, jointly owned by the megacorps.
Nation's Solution District.
An embassy district owned and operated by Nation's Solution.
Wang District.
An embassy district owned and operated by Wang Corporation.
Union District.
An embassy district owned and operated by The Union. Union District is also the location where Qing Quantum and its military subsidiary, Zhanche Corp, have their headquarters.
The Board District.
The main offices of The Board, and the headquarters of the Great Army of Tiantang (GAT). It is also a major site of operations for the Intelligence Zone Network.
COSTE District.
The location of the Corvo Stock Exchange (COSTE).
Residential Districts.
There are 121 residential districts in the Capital Sector.
Palaceship Districts.
There are at least several dozen palaceship districts, including those owned by The Lung Dynasty and The Tianzi.
Trade Districts.
There are eighteen trade districts in Tiantang CS, including eleven Commercial Districts (such as Four Heavens Plaza), five Leisure Districts and two Cultural Districts, and the Fengzhao Centre.
Crime.
Law and order is maintained by the Capital Sector Police Department. It is suspected that The House of Depravity is behind much of the crime which occurs within Tiantang CS.
| Tiantang Capital Sector |
fandom.faith-the-sci-fi-rpg | # Tiantang Central Bank
The working man's answer to the more exclusive financial institutions, Tiantang Central is the bank used by most Corvo, rich and poor alike; jointly owned by all three Megacorps, Tiantang Central manages about a fourth of the cash flow of the entire Corvosphere, with financial operations conducted through a network of offices that span entire worlds and space stations.
There's a Tiantang Central branch in every town, city and district of Quanjie and every Tiantang sector; thence the famous slogans 'Central in Every Corner'. However, the institution's main officers are in Central Bank District in Wei, one of the safest, if not "the" safest place in the Corvosphere.
Competition.
Although Wei remains, after CS, the financial capital of Tiantang, any business worth its salt is always looking to expand, and the successful Wei firms are no exception. Many Wei institutions are opening increasingly ambitious ventures and franchises in other sectors, even slum areas like Zuihou or Nongchang, or off-system colonies.
Seeing these off-sector ventures as an attempt for independence from its dominance, Tiantang Central Bank is making a big tobuy out these expanding firms and bring them back into the fold - the hard way. The individuals CEOs of these companies have put up some resistance, but many are starting to bend to Central Bank pressure.
Now, there's a well-known and very tense power struggle between Tiantang Central and this informal group of expanding firms, who indeed want to grow beyond the larger bank's shadow - but are now faced with a choice between open war or utter absorption.
Hacking.
Tiantang Central has recently been the target of several hacking attacks, summarised at Amateur Bankers.
| Tiantang Central Bank |
fandom.faith-the-sci-fi-rpg | # Tiantang District
| Tiantang District |
fandom.faith-the-sci-fi-rpg | # Tiantang Dynasties
Wealthy families in Tiantang CS are often known as 'dynasties' since they can trace their lineages back to the Quanjie Era. These dynasties are spread and intertwined all over the CS upper class, intermingling through business deals and marriages, creating new dynasties or fading into existing ones. Although the Corvosphere is officially a classless society, CS dynasties, with their intrigues, buyouts, marriages, deals and betrayals, are very much like ancient nobility.
| Tiantang Dynasties |
fandom.faith-the-sci-fi-rpg | # Tiantang Sourcebook
| Tiantang Sourcebook |
fandom.faith-the-sci-fi-rpg | # Tiantang districts
| Tiantang districts |
fandom.faith-the-sci-fi-rpg | # Time Warp
Hexia offers this Divine Upgrade (v1.0) or Divine Power (v2.0) to their followers.
Details.
V1.0.
Level I.
Activated. Suffer one neural damage. The soulbender receives one advantage towards an Agility action.
Level II.
Sustained. Suffer one neural damage. The soulbender receives one advantage towards all Agility actions.
Level III.
Instant. Suffer two neural damage. The soulbender has an additional turn after all other characters have acted during this initiative round. If more than one character uses this Upgrade, they take turns following the same order they had during the initiative round. The actions performed during this turn are resolved and confronted as any other action.
V2.0.
Level I.
Instant. Take two neural damage. Create a sphere up to 5 metres (~16 ft) in diameter at up to 50 metres (~55 yd) away that lasts until the end of the round. While inside the sphere, your Initiative is doubled.
Level II.
Receive one less neural damage when you use this power.
Level III.
Additionally, while inside the sphere you gain one advantage towards any action.
Prophet Level.
Alternatively to the regular effects of the power, you can:
Instant. Take two neural damage. Create a sphere 5 metres (~16 ft) in diameter at up to 50 metres (55 yd) away that lasts until the end of the round. Time stops inside the sphere: characters and things inside cannot act and cannot be affected by what's outside. Any character who is partially encompassed by the spehere is considered to be inside the sphere.
| Time Warp |
fandom.faith-the-sci-fi-rpg | # Tissue Regeneration
A Bio Upgrade.
Description.
You will discard one physical damage counter every hour, for as long as you are not bleeding out. Additionally, you can grow back one entire severed limb or organ in one month.
| Tissue Regeneration |
fandom.faith-the-sci-fi-rpg | # Titans
A Raag species trait.
Description.
"With an impressive build, this species surpasses most other intelligent species in size."You have two additional points of physical health and you receive one advantage towards all Constitution actions.
| Titans |
fandom.faith-the-sci-fi-rpg | # Tomb Chamber
A Vehicle Customisation Module which enables the safe transport of a recently deceased person for resuscitation.
Description.
Introduce the body of a deceased character who has died from anything but old age, and has a mostly intact brain. The body will be preserved in the Tomb Chamber, and can therefore be revived in some of the most advanced medical hospitals (only in planetary capitals).
| Tomb Chamber |
fandom.faith-the-sci-fi-rpg | # Tong
| Tong |
fandom.faith-the-sci-fi-rpg | # Tong Mobs
| Tong Mobs |
fandom.faith-the-sci-fi-rpg | # Tong Zong
| Tong Zong |
fandom.faith-the-sci-fi-rpg | # Tongs
| Tongs |
fandom.faith-the-sci-fi-rpg | # Tools of the Trade II
A Gear Deck introduced alongside Core Book 2.0.
The information in this deck is not licensed for details to be published on this site.
| Tools of the Trade II |
fandom.faith-the-sci-fi-rpg | # Tophet
A plant introduced in .
Licence.
Not currently licensed for reproduction on this site.
| Tophet |
fandom.faith-the-sci-fi-rpg | # Traumatised
| Traumatised |
fandom.faith-the-sci-fi-rpg | # Trident
| Trident |
fandom.faith-the-sci-fi-rpg | # Trident Rig
A rig introduced in the Core Book 2.0.
Licence.
Not currently licensed for reproduction on this site.
| Trident Rig |
fandom.faith-the-sci-fi-rpg | # Troop Carrier
A Vehicle Customisation Module which allows the transport of armed passengers.
Description.
The vehicle can carry two dozen passengers in full gear inside (they are not connected to the Cockpit, and therefore cannot use the vehicle). These are not living quarters, which will be required for carrying those passengers through long distance space travel.
| Troop Carrier |
fandom.faith-the-sci-fi-rpg | # Tuner
A Piloting Talent.
Description.
While you are the pilot of a vehicle, it gains any one free Command module that does not count towards the limit.
| Tuner |
fandom.faith-the-sci-fi-rpg | # Tzix
| Tzix |
fandom.faith-the-sci-fi-rpg | # Tzix (Boss)
A boss-level Ravager Non-Player Character introduced in A Garden In Hell Starter Set.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Tzix (Boss) |
fandom.faith-the-sci-fi-rpg | # Ungodly Resilience
A Bio Upgrade.
Description.
You have 2 additional points of physical health.
| Ungodly Resilience |
fandom.faith-the-sci-fi-rpg | # Union Sector
| Union Sector |
fandom.faith-the-sci-fi-rpg | # Unstoppable
An NPC Trait.
Description.
The NPC ignores all physical damage penalties.
| Unstoppable |
fandom.faith-the-sci-fi-rpg | # Untagger I
A Vehicle Customisation Module which allows the removal of Tags from your vehicle.
Description.
Select a number of Tags on your vehicle. You can perform a Technical action against a TSE that plays that many cards. If successful, remove that many Tags from your vehicle.
| Untagger I |
fandom.faith-the-sci-fi-rpg | # Untagger II
A Vehicle Customisation Module that allows you to remove Tags from your vehicle.
Description.
Select a number of Tags on your vehicle. You can perform a Technical action with one advantage against a TSE that plays that many cards. If successful, remove that many Tags from your vehicle.
| Untagger II |
fandom.faith-the-sci-fi-rpg | # Untouchable
An Initiative Talent.
Description.
Your Attribute determines the number of cards you can play from your hand per action - not per round - when Dodging.
| Untouchable |
fandom.faith-the-sci-fi-rpg | # Unyielding Resolve
A Divine Upgrade granted by Vexal to their followers.
Details.
Instant.
Level I.
Suffer one neural damage. The soulbender can ignore all Skill penalties caused by physical damage until the end of the round.
Level II.
Suffer one physical damage. The soulbender can discard two neural damage counters.
Level III.
Suffer one physical damage. The soulbender can play one additional card during his current action.
| Unyielding Resolve |
fandom.faith-the-sci-fi-rpg | # Upgrade
| Upgrade |
fandom.faith-the-sci-fi-rpg | # Upgrade Builder
A Technical Talent.
Description.
Gain two advantages when creating a Tech Upgrade.
| Upgrade Builder |
fandom.faith-the-sci-fi-rpg | # Upgrades
| Upgrades |
fandom.faith-the-sci-fi-rpg | # Urbanite
A Human background trait.
Description.
"You come from a Corvo modernised settlement on Earth where you have grown to become a breeder."You gain the Beauty Gene upgrade for free, and it does not count towards the maximum of Bio Upgrades you can have.
| Urbanite |
fandom.faith-the-sci-fi-rpg | # VR Defensive Projector
A Vehicle Customisation Module which makes simulated defenders and crew appear throughout the ship, confusing attackers.
Description.
A VR defensive projector is a virtual reality programme installed throughout the entire vehicle. When activated, it will project images of special operations teams defending and barricading all the doors and corridors of the ship, as well as projecting decoys of the crew throughout the entire ship.
Any attacker will have to confront a TSE that plays three cards to learn to distinguish the projections from reality, or they will suffer one disadvantage towards all their actions until they are able to deactivate the projector or leave the ship.
| VR Defensive Projector |
fandom.faith-the-sci-fi-rpg | # VR Room
A Vehicle Customisation Module that generates simulations for crew.
Description.
A VR Room contains four senso-suits that will recreate visual, auditory, olfactory, taste and tactile stimuli. It is often used to run simulations of surfacemissions in planets with uncertain weather conditions or strange atmospheres. However, many crews have found more creative uses for these rooms, such as extracting information from unwilling prospective collaborators.
If the crew spends on day using it before entering a planet they have previously scanned, they will receive one advantage towards their Survival actions on that planet for a whole Session.
It can also be used by the crew to simulate encounters against NPCs they have intel about and are not unique characters. Damage taken in the simulation does not have any effects in reality
| VR Room |
fandom.faith-the-sci-fi-rpg | # Valhalla Rig
A type of cyberwarfare object, used for front-line hacking operations.
Source Material.
The Valhalla Rig was introduced in the Core Set Deck.
| Valhalla Rig |
fandom.faith-the-sci-fi-rpg | # Valko
A Non-Player Character from .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Valko |
fandom.faith-the-sci-fi-rpg | # Vanguard Suit
A type of Suit Equipment which is popular with survivalists in the Corvosphere.
Source Material.
The Vanguard Suit was introduced in the , and is not currently licensed for reproduction on this site.
| Vanguard Suit |
fandom.faith-the-sci-fi-rpg | # Vashka
A Non-Player Character from .
Vashka owns Vashka's Suit.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Vashka |
fandom.faith-the-sci-fi-rpg | # Vashka's Suit
A Suit owned by Vashka, a woman known for promoting an image of insanity fed by murder, treason and animalism.
Source Material.
Vashka's Suit was introduced in The One Percent Deck, and is not currently licensed for reproduction on this site.
| Vashka's Suit |
fandom.faith-the-sci-fi-rpg | # Vehicle
| Vehicle |
fandom.faith-the-sci-fi-rpg | # Vehicle Combat
The following rules should be used to mediate combat rounds for vehicles.
The Initiative Round.
In an Initiative Round involving vehicles, the characters inside the vehicle must use the vehicle's Initiative instead of their own to establish the Initiative Order.
A vehicle can Wait if the Captain decides to do so, but a vehicle cannot Rush.
During a vehicle's turn, all the characters in it will take turns in the order established by their own Initiative. They are allowed to Rush, but it only affects the order of play of characters within the vehicle, not the order of play between vehicles or charcters outside them.
Characters can perform any type of action they can think of within the usual limits of their environment, which will usually involve using of the vehicle's modules.
GM TIP: When it's the PC's vehicle's turn, let them take their turns in any order to play out their strategies. Do not force them to take their turns in the Initiative's order, which will only make them use the Wait mechanic until they can achieve the order of play they desire. Order of play within a vehicle only matters when there are opponents inside - in that case you'll have to resolve the conflict within the vehicle.
Resolve Effects During Maintenance Phase.
Stress.
During the Maintenance Phase, al the characters in a vehicle with Stress must confront with their EVA and Constitution a TSE that plays as many cards as the Stress (perform the same TSE for all of the characters inside). Then, remove all the Stress on the vehicle.
Each character who fails receives as much neural damage as the number of cards played by the TSE.
Strain.
During the Maintenance Phase, one characters in a Vehicle with Strain must confront with his Technical and his Link (he can use Dexterity if he is in the Core System) a TSE that plays as many cards as the Strain. Then remove all the Strain on the vehicle.
If he fails, the vehicle suffers the accident of some kind by reason narrated by the GM related to the reckless driving or overworking of the machinery (eg. you drive too close to a wall and one of your machine gun's barrels is ripped off by the impact, you push the vehicle too hard and it breaks etc...). The GM chooses and shuts down as many modules as the number of cards played by the TSE.
Moving Vehicles.
The game mechanics only contemplate the relative distance between vehicles, leaving things like the actual speed, altitude, direction and other details up to the GM to narrate (or not).
In space it does not matter at all, as getting anywhere takes weeks or months and confrontation is resolved in minutes, therefore the distance the vehicles move with the timeframe of a confrontation is negligible. On land, it is slightly more important, as there are constant obstacles, turns and everything from the type of the terrain to the weather can have an effect on the outcome of the scene. For this reason, it is up to the to narrate what the players face at each given time, triggering TSEs when they are needed to represent certain obstacles or difficulties.
In open space and at travel speed, the time spaceships have to fire at each other is close to zero, unless both spaceships are travelling in the same direction and at a similar speed.
Confrontations between spaceships will usually take place with the Labyrinth, or when approach their landing location, where travelling at maximum speed is suicidal, and spaceships are forced to travel at sub-minimum speeds, thus making it much easier to manouever.
Speed.
Speed is represented with tokens (if you don't have any, you can write it down with a pencil, or use the numbers in a die). When a conflict between vehicles begins, they might already be on the move. Depending on the situation, they can start the encounter with more or less Speed tokens on them, as determined by the GM.
NOTE: Remember that a vehicle inside an atmosphere has a maximum Speed. And although there is no limit for the Speed in a vacuum, it is recommended not to start with more than 5 Speed on the PC's vehicle.
It can be useful to visualise the relative position of the vehicles using the Vehicle Board.
Terrain.
Vehicles, same as characters, can use terrain in their favour to obtain some kind of advantage over their opponents, such as protection against attacks, a place to hide, or an opportunity to lose their pursuers. It is up to the GM to decide if a certain terrain can be used by a specific vehicle, given its size and characteristics, or if moving through it might incur penalties of some kind (ie. a small humvee might be able able to use a forest to stay hidden, whereas a tank might have trouble navigating through the same terrain).
Terrain can also be used to hide, move stealthily, and avoid readers and other forms of detection. Some terrain might be difficult to navigate - confronting vehicles that try to move through it as a TSE and damaging or impairing the movement of those vehicle that fail - or even impassable for certain vehicles which must find a way around.
TIP: When the terrain confronts the vehicle, it should be a TSE that plays as many cards as the vehicle's Speed (and can have advantages or disadvantages depending on the circumstances). However, it is up to the GM to decide the effects and opportunities that might arise when playing in a given terrain.
Vehicles can hide, ambush and approach stealthily like characters do - although oftentimes it is very difficult for them to get close enough to do these things effectively. Also, vehicles can get cover from rocks, buildings, and all terrain is a narrative tool that each GM can use as they see fit for their stories.
Attacking a Vehicle.
When attacking a vehicle, you can either target the vehicle as a whole, or try to target one of its systems, in which case you will receive one disadvantage. Neither option will allow you to attack the crew directly.
An attack against a vehicle has two effects simultaneously: One it can cause damage which will eventually lead to the destruction of the vehicle; and Two, it can shut down one or more modules, which will eventually lead to the vehicle becoming inoperative. To represent these effects, follow the following steps:
E.g. A successful attack deals 12 damage, which is reduced to 9 by the vehicle's Armour 3. The vehicle's Structure is reduced by 9 points. Additionally, the vehicle's Threshold is 4, which means the attack's Piercing damage shuts down 2 modules.If there are any characters inside the system receiving the damage, the Captain can decide to convert one or more Piercing damage into one or more final physical damage to each of those characters instead of shutting down that many modules. If all the modules are shut down, any extra Piercing damage must be converted into final physical damage for characters inside that system.E.g. If in the previous example, the attack targetted the vehicle's Cockpit. This vehicle has one working module installed in the Cockpit. The attack shuts it down, and then deals one final physical damage to each members of the crew.If the Cockpit System had two working modules, the Captain could have chose:1. To shut down both modules; the crew takes no damage.2. To shut down only one module, letting the crew inside the cock receive one final physical damage.3. To let the crew inside the Cockpit System receive two final physical damage; no modules are shut down.
Valid Counteractions to an Attack.
Due to the nature of vehicle combat, its typical ranges, the aiming automation systems, preventative counteractions (such as attacking back, or hacking the attacking vehicle) are not considered valid counteractions against attacks by vehicles and cannot be chose as such (missiles shot by vehicles, on the other hand, can be confronted in this fashion, because once they leave the vehicle, they are not considered part of the vehicle). Therefore, the only valid type of counteraction against an attack is trying to avoid it.
Crew of a Destroyed Vehicle.
Vehicles are meant to be able to withstand a lot, so when one breaks it is seriously bad news for the crew inside. If the crew does not die from the impact, it will be left exposed to the exterior, or even thrown out at high speed.
As a general rule, if the crew does not leave the vehicle before it is destroyed, they die. However, it might make sense in your story for your character not die straight away after their vehicle is destroyed, Tiy cab okay a whole scene in which the characters escape from the vehicle, leaving the controls behind, dodging broken parts and flames played by TSEs, and if they are successful you survive.
Hacking a Vehicle.
When you Hack a vehicle, you must declare any one of its systems as your target. The target vehicle can confront your action hacking your own vehicle, or lets its Firewall confront your action.
To resolve a successful DoS action against a vehicle, divide its final ACS damage you dealt by the targets Threshold and round it down. The resulting amount is the number of modules that are shut down in the system you targeted. The Captain of the target vehicle chooses which modules are shut down (if the attack could shut down more module than the target system has, the extra ACS damage is lost).
Repairing a Vehicle.
Modules can stop working for two reasons, they can either be shut down from ACS damage, or from Piercing damage from a regular attack. A both are repaired the same way you don't need to keep tack of what shut each down.
To repair a module, the vehicle must either be fitted with a working repairing module or have enough room to be able to be repaired manually by a robot or technician.
Select the module you want to repair and be confronted by a TSE that plays as many chards as the vehicle's Threshold. If all the modules in that system were shutdown, receive one disadvantage. If you are successful, the module is repaired, but cannot be used until the end of the vehicle's turn.
Hiding and Searching Vehicles.
Vehicles can also Hide and Search. Hiding and Searching actions are performed by the pilot using his Mind, and, instead of his Survival, he will use the vehicle's Stealth to hide and the vehicle's Rader to search. A vehicle receives as many disadvantages towards hiding as its Size.
A vehicle moving close by is reason enough to suspect that something is hiding, as they are very large and fairly notices - of course, they also need a very large cover. In space, using the engine is also reason enough to trigger a Searching action from anyone in range (bear in mind that in space the engine is only use whe changing direction or Speed, as there is no air resistance a vehicle does not lose speed on its own and can keep flying on a set course with the engines off).
What Ambience?
While inside a vehicle, use the following clues to understand which ambience the characters are in while performing their actions:
If the characters are using the vehicles modules and the action's success only reflects in the internal functioning of the vehicle (such as Repairing), it is OS. If the action's success reflects in something happening outside the vehicle (such as moving, shooting something, etc...) it is the ambience in which the vehicle finds itself: Space, Urban or Wilderness.
If there characters are performing actions themselves instead of using a module (perhaps because there are enemies within their vehicle), the ambience would be Urban for a vehicle in a place with gravity, or Space for a vehicle in the vacuum of space.
Hacking actions are always OS.
| Vehicle Combat |
fandom.faith-the-sci-fi-rpg | # Vehicle Customisation Module
| Vehicle Customisation Module |
fandom.faith-the-sci-fi-rpg | # Vehicle Customisation Modules
| Vehicle Customisation Modules |
fandom.faith-the-sci-fi-rpg | # Vehicle Model
| Vehicle Model |
fandom.faith-the-sci-fi-rpg | # Vehicle Models
| Vehicle Models |
fandom.faith-the-sci-fi-rpg | # Vehicle Sheet
Each vehicle will have its own vehicle sheet. It will define several aspects of the vehicle, and its upgradability.
Info.
The information of a vehicle includes: name of the model, the level, type and size of the vehicle, system control, the maximum crew it can take on, and the maximum speed it can reach inside an atmosphere (there is no maximum speed in the vacuum of space).
Special Ability.
Certain vehicle models may have a special ability.
Stats.
Each vehicle model has starting stats values, which can later be changed by damage, wear or by adding new modules.
Effects.
A vehicle can suffer several ill effects. Use a pencil to keep a track of the different effects.
Systems.
Each System can have a number of modules of the same type installed.
Systems are the heart of the vehicle, the hardware and software of the machine. Each vehicle has a number of systems, in each system you can install as many module of the same name as the number following the system. Additionally, you cannot install modules of a higher level than the vehicle's level.
Cargo.
List of the vehicle's cargo. Here you can write down what cargo the vehicle is carrying.
| Vehicle Sheet |
fandom.faith-the-sci-fi-rpg | # Vehicles
| Vehicles |
fandom.faith-the-sci-fi-rpg | # Velada
| Velada |
fandom.faith-the-sci-fi-rpg | # Veteran Mercenary
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Veteran Mercenary |
fandom.faith-the-sci-fi-rpg | # Vevak Squad
| Vevak Squad |
fandom.faith-the-sci-fi-rpg | # Vevak Squad (Boss)
A type of Iz'kal NPC.
NPC.
A Boss-Level NPC introduced in the Core Set.
| Vevak Squad (Boss) |
fandom.faith-the-sci-fi-rpg | # Vexal
Vexal is one of the Gods in the FAITH universe.
Vexal wants his believers to understand that there is no particularly correct view on things. Everyone must search for their own truth, as each individual may live in different circumstances, and even then each person will probably change his own views with the passing of time. This is why imposing a way of life and indoctrinating people has such terrible consequences.
Followers.
Trying to understand an animal’s true nature by studying one in captivity will provide you with the wrong answers. The animal’s habits, behaviour, and mood are completely changed from what they would be in liberty. Unsurprisingly, it is the same with people. When you hear someone speak about our true nature as people, the dangers of it, and how we need rules and laws to control it for our own safety, stop for a moment and think about this: the people behind those propositions have never seen the true nature of our species. They are simply basing their studies on specimens born into submission, fear, preconceptions, and rules.We need to be free and we need to be equal to even start scratching the surface of our true nature and all its possibilities. I think we will be impressed and humbled by them. I think we will see that all the evil we suffer today is not in the roots of our nature, but instead yet another tax of an oppressive, unjust, and controlling society.People who believe in Vexal are those who do not like to follow any rules, but they have a deep respect for others and are always willing to give a helping hand. They do not take orders very well and dislike societies that pretend that everyone has to live by the same rules; they believe that each person should be treated differently but respectfully.
They believe there will never be peace for as long as there is any type of hierarchy; there must be an absolute dissolution of the principle and practice of authority. This is why, while they will not sacrifice their own freedom for anyone, they might be willing to sacrifice their own life for a good cause.
While they have a reputation of being poor team players, many Vexales have proven that they are extremely hard working people. Understandably, they want to choose their occupation and they will not be happy when told what to do, but when they do choose to work on something they are very productive. After all, they are usually caring and curious people, who live to get involved in things that matter to them.
Being an individualist does not mean that they won't work in teams, and they will do so for as long as the group has no hierarchy and every voice is taken into consideration. Usually these groups are formed around a shared need for collaboration and only carry on for as long as everyone considers it to be their path. However, if rules are imposed and someone tries to make decisions for everyone else, the Vexales will soon disappear in the wind.
Vexales are usually adventurers, hackers, outlaws, or any other kind of free people. While they generally disapprove of vigilantism, which is seen as proud and egotistic, they are not above carrying out their own forms of justice. Vexales enjoy exposing the wrongdoings of corporations, states, and any form of imposing power. Their social criticism has shaped the perceptions of many societies, and has caused the rise or decline of many corporations and politicians. Everyone must be an activist for real change to occur.
| Vexal |
fandom.faith-the-sci-fi-rpg | # Vexale Ability
A Divine Ability granted by Vexal.
Description.
Activated. Spend one Godly Favour and for the remainder of the Round, every action that targets you will suffer one disadvantage.
| Vexale Ability |
fandom.faith-the-sci-fi-rpg | # Vexale Mark
A piece of equipment introduced in , associated with Vexal, and can be granted by Arka Bozag.
Licence.
Vexale's Mark is not currently licensed for reproduction on this site.
| Vexale Mark |
fandom.faith-the-sci-fi-rpg | # Vibroblade
A type of Close Quarters Combat (CQC) weapon.
Source Material.
The Vibroblade was introduced in the Core Book 2.0.
| Vibroblade |
fandom.faith-the-sci-fi-rpg | # Vigour Enhancer
A Tech Upgrade.
Description.
You can have one Bio Upgrade over your limit. If this Upgrade is removed, your associated installed Bio Upgrade and the experience points it costs will be lost.
| Vigour Enhancer |
fandom.faith-the-sci-fi-rpg | # Viriosus
A type of Corvo hacker NPC.
Level 1.
A Level 1 NPC.
Level 3.
A Level 3 NPC.
Source Material.
The Viriosus were introduced in the Core Set Deck.
| Viriosus |
fandom.faith-the-sci-fi-rpg | # Voidwalker
Voidwalker may refer to:
| Voidwalker |
fandom.faith-the-sci-fi-rpg | # Voidwalker (Disambiguation)
| Voidwalker (Disambiguation) |
fandom.faith-the-sci-fi-rpg | # Voidwalker (NPC Trait)
An NPC Trait.
Description.
Each maintenance phase, the NPC regains as much neural health as the number of cards indicated by their Mental stat.
| Voidwalker (NPC Trait) |
fandom.faith-the-sci-fi-rpg | # Voidwalker (Species Trait)
An Iz'kal species trait.
Description.
"Some iz’kal suffer traumatic events so unbearable that they can no longer share their minds with their kin. They refuse to engage in hyperlink out of the fear of imposing their own personal suffering onto others. An iz’kal that does not engage in hyperlink eventually succumbs to an irreversible transformation that isolates their mind and prevents them from entering a hyperlink ever again. Their body undergoes reconstruction on a genetic level, affecting their hormonal flow and synaptic processes."During each maintenance phase, you can discard up to as much neural damage as your Faith, even if you took neural damage during that initiative round - this replaces the rule that says during the maintenance phase, every character who has not suffered neural damaged during this intitiative round recovers one point of neural health. This trait will not work while you are traumatised.
| Voidwalker (Species Trait) |
fandom.faith-the-sci-fi-rpg | # Vortex
A Divine Upgrade (v1.0) or Divine Power (v2.0) bestowed by the god Ergon on their faithful followers.
Description.
V1.0.
Action (Initiative). Suffer one neural damage per portal.
The soulbender can open up to two portals by throwing balls of energy from the palm of his hand to a point in space. Opening a third portal requires closing one of the others. The portals have a diameter of 2 metres. All forms of matter and energy can travel from one to the other and vice versa. Characters can see clearly through them, and if only one is open, it looks like a ring made of light.
Level I.
The portals can be up to 30 metres away from each other, and they last one hour. Each portal takes one action to open.
Level II.
The portals can be up to 50 metres away from each other and they last for as long as the soulbender is alive, or until he decides to close one of them. Each portal takes one action to open.
Level III.
The portals can be up to 50 metres away from each other and they last for as long as the soulbender is alive, or until he decides to close one of them. Both portals can be opened with the same action.
V2.0.
Level I.
Action (Initiative). Suffer one neural damage. Open one portal anywhere you can see up to 50 metres (~55 yards) away from you. The portal is a 2D ring of energy that does not interact with the physical world of 2 metres in diameter. All forms of matter and energy can travel between them as if they were next to each other. Characters can see clearly through them, and if only one is open, it's invisible. You can open up to two portals; opening a third will close whichever you prefer of the other two - they open for one hour.
Level II.
You can open both portals with a single action.
Level III.
The portal can be up to 1,000 metres away from each other. You gain one advantage towards the action.
Prophet Level.
There is no longer a time limited they can remain open, and you can keep two pairs of portals open simultaneously.
| Vortex |
fandom.faith-the-sci-fi-rpg | # Wang Corporation
Wang Corporation bases its business in the creation of software & hardware for all devices in the Corvosphere. They hold the rights to X OS, the largest operating system in the Corvosphere.
Wang Corporation is entirely dedicated to innovation. They recognize the importance of technological progression and seek to be at the forefront of all development. They heavily invest into mining rare materials, often from gas giants, in order to fuel their research and they are able to create thousands of tech patents every year. They are always growing and investing in great ideas and innovations in an effort to avoid losing clients to alien competitors. Wang Corporation recognizes the importance of cyber security, and they boast the strongest cyber defense systems in the Corvosphere, ensuring that their great ideas remain theirs.
They are looking for alternatives to the Nation’s Solution health and food systems for their workers, fearing that a monopoly could heavily affect their worker’s productivity.
They also depend on The Union for most of their sales, and so their success is intrinsically tied to a rival megacorp. They would like to extend their businesses into other species’ economies. They have found success with the Raag, but have failed in the uberprotectionist markets of the Iz’kal.
The Chief Executive Officer of Wang Corporation is Cho Bei, and it was established (and some would say is still led by) Wang Xuelin. Geng Hwai is a major shareholder.
Products.
Products designed and manufactured by Wang Corporation are listed at .
| Wang Corporation |
fandom.faith-the-sci-fi-rpg | # Wang Sector
A Sector on Tiantang operated by Wang Corporation, at the cutting edge of Corvo technology production.
Districts.
Cyb-One Labs District.
An Industrial District housing Cyb-One Labs, the cybernetics corporation, and protected by Cyb-One cyborg soldiers.
Quantown District.
A Lodging District known for it's high contentration of immigrants from New Quan.
| Wang Sector |
fandom.faith-the-sci-fi-rpg | # Wang Xuelin
A Non-Player Character from .
Wang Xuelin has lived as an AI for more than 600 years, and founded the Wang Corporation. He is the owner of Xuelin's Rig.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Wang Xuelin |
fandom.faith-the-sci-fi-rpg | # Wanger
Slang term for a person who works for Wang Corporation.
Typically, Wangers live in Wang Sector on Tiantang, or in Wangertown.
| Wanger |
fandom.faith-the-sci-fi-rpg | # Wangertown
| Wangertown |
fandom.faith-the-sci-fi-rpg | # Wao-Geng Family
The Wao-Geng Family are, effectively, the royal family of the Wei Sector, and the stars of the Lords of Wei.
Princess Wao is the Chief Sector Officer, and is married to Geng Zhui.
| Wao-Geng Family |
fandom.faith-the-sci-fi-rpg | # Wao Xhi
Wao Xei is the Wei Sector Manager, and is nicknamed 'Princess' for her majestic bearing and the fact that she and her family run Wei as if they were royalty.
Princess Wao is a shallow and vain woman, but she is also poised, fashionable and a shrewd negotiator. After marrying the banking tycoon Geng Hwai, one of the biggest shareholders of Wang Corporation, she used a charm, wit and contacts to manoeuvre herself into the position of de facto, then official, manager of the Wei Sector, which makes her the most powerful woman of Tiantang outside of a Megacorps.
Princess Wao loves the spotlight as much as she does her position, and likes to show off both beauty and wealth with every turn of the head, bat of the eye, and flick of the wrist. Wei businessmen know she has them by the tail, but they can't help loving the Princess for her suave manners, smart management style and for all that sexy, sexy power.
| Wao Xhi |
fandom.faith-the-sci-fi-rpg | # Warboy
A Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Warboy |
fandom.faith-the-sci-fi-rpg | # Warm Blood
A Raag background trait.
Description.
"You have an innate understand of the world around you that surpasses that of your brethren. Smaller and more crafty than other Raag, you are driven by an unquenchable thirst for knowledge and adventure that keeps you on the move."You lose the Constitution advantage granted by your Titans trait, and you gain 9 experience points. Additionally, you remove either your Dexterity or Link limit.
| Warm Blood |
fandom.faith-the-sci-fi-rpg | # Warrior Caste
A Raag background trait.
Description.
"Through your body runs the blood of the first gladiators. You are a natural killer, born to fight."You ignore all physical damage counters.
| Warrior Caste |
fandom.faith-the-sci-fi-rpg | # Waster
A Human background trait.
Description.
"You come from the dog-eat-dog world of wasteland survivalists."Receive one advantage when using Survival.
| Waster |
fandom.faith-the-sci-fi-rpg | # Wave Weaver
A Ravager Non-Player Character introduced in the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Wave Weaver |
fandom.faith-the-sci-fi-rpg | # Wealthy (Lifestyle)
A Lifestyle in the Corvosphere.
Description.
A Wealthy character does not need to spend time taking care of their business or assets to maintain their lifestyle. They will only see their lifestyle reduced to Well Off if there is some kind of catastrophe that affects their business or assets, their personal financial manager betrays them or some other kind of unforeseen disaster.
They can afford the fanciest clothing and food, all kinds of private transportation with personal chauffeurs, owning several residences at different places or even star systems, going to the most exclusive restaurants and hotels, and as much vacation time as they wish in exclusive resorts all over the Corvosphere.
The Bio Upgrades or Tech Upgrades a Wealthy character can gain per Session are limited only by their experience points.
| Wealthy (Lifestyle) |
fandom.faith-the-sci-fi-rpg | # Weaponry Module
| Weaponry Module |
fandom.faith-the-sci-fi-rpg | # Weaponry Modules
| Weaponry Modules |
fandom.faith-the-sci-fi-rpg | # Wei
| Wei |
fandom.faith-the-sci-fi-rpg | # Wei District Beta-404
A residential sector in Wei Sector.
Also known as "Little Wang" by other Wei Sector residents, and as "Wangertown" by other Tian, Wei District Beta-404 - it's official name - is known mainly for its immense Wanger population, the second after Wang Sector itself. Millions of Wang Corporation workers, official, technicians, and information engineers make their home at the gyro-zhan, having developed a whole culture out of tech sharing and social media.
Wangertown residents are less enamoured with pop culture than their Wang Sector counterparts, and take their jobs at the Wei banking Diginet very seriously. They don't like to be called Wangers, and always refer to their district as Beta404 or just Beta. They have a strong work ethic, and see themselves as the Universe's troubleshooter. Their district is one of the most streamlined and advanced in Tiantang: their tech is always the most advanced, and their innovations seem to belong to some future society, and of course their networks and computers always run smoothly. When they are not busy fixing code or hardware, they are inventing the next generation of digital processors.
There's a joke that whenever any Wei resident has any kind of tech issue, he just needs to mention it aloud and a team of Little Wangers will appear to fix it. The truth is that Wei's Wangers are the vanguard of Corvo technology, and that's no joke: Wei runs the corps money, and, well, Little Wangers run Wei's digital networks. They have the reins of Corvo science and development, and they know it.
| Wei District Beta-404 |
fandom.faith-the-sci-fi-rpg | # Wei Sector
One of the richest and luxurious sectors in Tiantang, known for its Banking Districts and for being the home of many financial institutions.
Wei Sector is policed by the Great Army of Tiantang, and crime levels are very low.
Districts.
Financial Districts.
Financial Districts (FiDs) are the core of the Wei sector.
Central Bank District.
The home of Tiantang Central Bank.
Spin Plaza District.
A district known for housing seventeen of the most prestigious firms in Tiantang. The home of the Heavenfall Memorial.
Yendeng & Xei District.
A district which is operated and is the headquarters of Yendeng & Xei.
Residential Districts.
There are eleven Wei Residential districts; three are exclusive, homes to the wealthy, and the remaining eight are used as lodgings for employees.
Wangertown.
Wei District Beta-404 (also known as Wangertown) is known for its exceptionally large population of Wang Corp employees (known as 'Wangers'). Wangers are core to the Wei Sector: the entire financial system depends on the technology they create and maintain.
The Forsaken District.
The Forsaken District is a gyro-zhan district which experienced a reactor malfunction four hundred years ago. Authorities decided it wasn't cost-effective to recover it or save the remaining lives on board and left it for dead.
| Wei Sector |
fandom.faith-the-sci-fi-rpg | # Well Off (Lifestyle)
A Lifestyle in the Corvosphere.
Description.
A Well Off character must work on theirjob or take care of their means of income for a few hours each week to maintain their lifestyle. If they do not work, or take their of the assets, for a period of longer than two years their lifestyle will be reduced to Middle Class.
They can afford excellent clothing and food, a private air and land vehicle with a private chauffeur, owning a few different houses, or one big personal station, eating out in fancy places, staying at the best hotels, and six months of vacations at expensive locations each year.
The Bio Upgrades or Tech Upgrades a Well Off character can gain per Session are only limited by their experience points.
| Well Off (Lifestyle) |
fandom.faith-the-sci-fi-rpg | # What You Need to Play FAITH
The box comes with everything you need to play for a group of up to four players. This is what you need to play FAITH:
● Players, any number of them. One will play as the Game Master (GM) and the rest will be characters. While there is no actual limit to the number of players, it is best played with three to six. Remember, everyone should have the opportunity to shine and feel included: the bigger the group, the harder that is. If the group is too large, we recommend breaking it into two groups with two different GMs. The GMs could be running parallel stories and characters could move from one to the other. There are no real limits to what you can do while playing an RPG.
● A player deck per player. It can be replaced by a poker deck, translating the suits to their respective meanings in FAITH (though it might not look as beautiful). The playing cards are used to resolve actions during the game.
● One character board per player (the GM does not need one). As an alternative, you may also use a printed character sheet, like in many other RPGs. It is used to keep track of each player’s character.
Additionally, while not essential, the FAITH: Core Game contains some very useful additional resources:
● A deck of gear cards that hold all the information about each piece of equipment. The players, with the of the GM, can make up their own gear to expand this deck, but it contains most of the basic equipment you might need.
● A deck of non-player characters. Some NPCs will be friendly, others will be simple bystanders, and still others will want to talk to you, negotiate, and trade… but there are always a few that will want to fight you. This deck has all the information needed to fight some of these NPCs.
● Assorted tokens, used to represent damage, ammunition, etc. These tokens allow players to focus on roleplaying, making the flow of gameplay smoother.
| What You Need to Play FAITH |
fandom.faith-the-sci-fi-rpg | # Whisperer
A Non-Player Character from the .
Licence.
This NPC is not currently licensed for reproduction on this site.
| Whisperer |
fandom.faith-the-sci-fi-rpg | # Wildbill Young
A Non-Player Character from .
Wildbill Young is the leader of The Black Watch.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Wildbill Young |
fandom.faith-the-sci-fi-rpg | # Witty
A type of introduced in the Core Book 2.0.
Licence.
The detail of Witty are not currently licensed for reproduction on this site.
| Witty |
fandom.faith-the-sci-fi-rpg | # Wizard's Staff
| Wizard's Staff |
fandom.faith-the-sci-fi-rpg | # Wolf of Wood and Stone
| Wolf of Wood and Stone |
fandom.faith-the-sci-fi-rpg | # Wolf of Wood and Stone (Boss)
A boss-level Non-Player Character introduced in A Garden In Hell Starter Set.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Wolf of Wood and Stone (Boss) |
fandom.faith-the-sci-fi-rpg | # Working Class (Lifestyle)
A Lifestyle in the Corvosphere.
Description.
A Working-class character must work on their job forty hours a week to maintain their lifestyle. If they lose their job and do not find another within three months, their lifestyle will be reduced to Poor.
They can afford decent clothing and food, collective transport fares, occasional private transportation, rent for a small apartment, eating out in humble restaurants, staying at normal hotels, and one month off their job per year.
A Working class character can only have one Bio Upgrade or Tech Upgrade installed every three Sessions, unless they purchase them on the black market or have another character install it for them outside a medical centre.
| Working Class (Lifestyle) |
fandom.faith-the-sci-fi-rpg | # Wormhole
| Wormhole |
fandom.faith-the-sci-fi-rpg | # Wormholes
Wormholes are massive distortions in the space-time continuum, resembling giant spheres. They bend space-time in strange ways that allow matter to go through them and travel to another corner of the Universe. The duration of travel could be shorter (or longer) than the time it would take an object to travel between the two points via standard methods, even if it could reach the speed of light. Consequently, a wormhole has a weak ‘anti-gravitational’ field, pushing away matter rather than pulling it in.
The theory of general relativity states that nothing can exceed the speed of light, and so far this remains true for all the known species. Wormholes allow spaceships to circumvent this rule by forming a path between two locations that is shorter than the path outside of the wormhole. It was once believed that they could not be found naturally, but this has since been proved wrong.
While wormholes have been proven extremely useful for space travel (in fact they are the only known form of travel between star systems within the lifespan of a traveller), they can be very dangerous environments. The twisted space-time and the ‘echo’ effect can cause an inexperienced traveller to become lost, or end up in unexpected places.
In addition, and perhaps more importantly, a wormhole is not constant in space. Its size can expand and shrink, its length can vary, and its ‘mouths’ (entrance and exit) can move in space. A wormhole may close upon itself unexpectedly if not kept stable, crushing anything caught too close to it in the same way a black hole would. In fact, an unstable wormhole can turn into a black hole.
Movement.
The first concept to understand is that a wormhole is closed space loop. The wormhole is a tunnel without walls, yet if a traveller does not following the direction of the wormhole, that traveller will be moving in circles - even if his ship is in fact trying to move in a straight line. Essentially, aiming in the wrong direction and shooting a missile could lead to shooting oneself.
The bigger problem is that there are no points of reference or any sign of the correct direction to actually move somewhere. Spaceships will navigate a wormhole by sending signals in all directions and waiting for them to circle back - the direction in which the signal does not return is the correct direction of the wormhole. This is a very good system in the smaller parts of the Labyrinth, where it takes only seconds for the signals to return, but some areas of the Labyrinth are so large that the process takes hours or even days.
Still, this method isn’t perfect. When a signal does not come back after waiting for very long, travellers cannot know if it is because it is still travelling through a large loop or if it left the Labyrinth through one of the exits.
Wormhole Combat.
Crafty pirates are able to use the characteristics of wormholes against their victims, such as when facing a spaceship with shielding on its front. When engaged by an enemy from the front, the obvious action to take is to shoot straight-on, hoping to cause damage. However, an experienced captain could use the space loop to his advantage, shooting backwards and have the missiles hit the enemy spaceship in its rear. Similar strategies can be used to attack an enemy by surprise, striking from an angle they did not expect.
As the loop affects light, it is possible for one to see several copies of themself in all directions when in a small tunnel. While this can be used to navigate the loop, it can also be used in battle to scare attackers, making it more difficult for them to identify one’s position or the number of allied ships.
Communications.
Laws of physics apply as normal inside the wormhole - they just have to bend to the curvature of space and time.
Consequently, the propagation of electromagnetic waves (communication, light, lasers) must follow the curved space. As such, various effects may occur: observers inside the wormhole may see duplicates of themselves when looking in the direction of a loop, and any communication signal would also be duplicated resulting in an ‘echo’ effect.
An experienced navigator, however, can find the right angle to send a signal and bounce it off the curves of the wormhole to make it reach otherwise unreachable spots. This same technique can be used to foil the interception of messages and other forms of communication. This is especially useful when attempting to communicate in secret between close-by ships, but the distance between colonies is so large that messages sent this way often end up corrupted, distorted, or lost in space loops. It is not rare for a travelling ship to receive signals than have been there for years.
These facts imply that communication between two exits of a wormhole is hard and intermittent at best: the only reliable method is sending a spaceship through with the information in their systems to be downloaded on arrival. This is very taxing and only done when necessary.
However, between two important systems, there is always a spaceship or a fleet full of servers that crosses the wormhole daily or weekly, bringing all the necessary information to the other system. These server ships are highly desired targets of pirates and hackers, and are thus strongly defended or are disguised as civilian ships. But in the most remote systems, like some mining colonies, news can take weeks or even months to arrive, until a spaceship brings them new tools or an empty cargo ship returns from a shipment.
| Wormholes |
fandom.faith-the-sci-fi-rpg | # Xeon Magno
A Non-Player Character from .
Xeon Magno is the main shareholder of The Union, and owns Xeon Magno's Rig.
Licence.
This NPC is not currently licensed for reproduction on this site.
| Xeon Magno |
fandom.faith-the-sci-fi-rpg | # Xeon Magno's Rig
A rig introduced in , associated with Xeon Magno.
Licence.
Xeon Magno's Rig is not currently licensed for reproduction on this site.
| Xeon Magno's Rig |
fandom.faith-the-sci-fi-rpg | # Xiang
Xiang was a corvo engineer.
Story.
If you were to ask Xiang if machines could talk, she would say yes: even those that have no voice have a way of making themselves understood by those who listen.
Machines were simpler and purer than people. They had no evil or good in them. They functioned and that was it. No ulterior motives, no secret agendas.
Xiang wished that she was a cyborg. Her body had all the technological upgrades she had been able to afford. Most people wait until their natural body parts give out to factory accidents or disease, but not Xiang. She replaced her own arm for a bionic one that could turn into all the tools she needed to build drones. At least if she were to lose it now, it wouldn’t hurt, she thought happily.
She wished for people to be more like machines: happy little beings that worked hard to do their best and who never went out of their way to make other people's lives miserable. And when machines failed, it was because they were broken rather than because of something they could be at fault for. She believed that machines were like people, in that if you never stopped to listen to what they had to say, they ended up broken.
Like her brother. If he had been a machine, Xiang could have repaired him. Or even better, she could have listened to him, and helped him before he broke.
Source Material.
This short story originally appeared in Rulebook v1.0.
| Xiang |
fandom.faith-the-sci-fi-rpg | # Xiao
| Xiao |
fandom.faith-the-sci-fi-rpg | # Xiao Sector
A Tiantang sector known for it's hardworking citizens and for being the headquarters of the Hwang Tong. Although there are megacorps offices in Xiao, it is effectively managed by the neighbour's organisations who act as the interface between the megacorps and the Tongs.
Xiao is known for the True Stories Weekly info-newscast, Geng Hu private investigators, the Xiao Call news agency which seeks to uncover Tong activities in the sector, and Gyger gangs.
Organised Crime.
Local Tong groups (known as Zongs) are more trusted than the megacorps in Xiao.
The Hwang Tong is headquartered here, with "Honcho" Hwang Gun residing in this sector, and three captains, collectively known as the Triad: Hwang the Fish, Hwang the Monkey, and Hwang the Turtle.
The Zhui Tong has no presence in Xiao, and a Zhui captain, The Orca, is currently executing a plan to infiltrate the sector.
Districts.
Xiao Sector doesn't have formal districts, but consists of a sprawling network of space slums, loosely organised by local neighbourhoods.
The Beast Moon-Stadium.
The Beast Moon-Stadium is the home of the Xiao Beasts, the best corball team in the Universe, and is the largest (and most lucrative structure) in the sector.
The Shards.
A collection of stations and platforms which are in erratic orbit of Xiao distract, The Shards are known for its hardened survivalist colonists, known as 'Sharders'.
Ward 7877-445A.
A ward known for the Racing Ring, a community project organised by the Starlight Devils (a Gyger gang) which aims to provide Gygers with a space to practice their passion.
| Xiao Sector |
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