This section provides the core rules for setting up and playing a game of FAITH. Each player and the GM receives a deck of 54 playing cards which are used to resolve actions. At the start of each session, players draw 7 cards and can perform a mulligan. Players can only play cards from their hand and place used cards in a discard pile, shuffling it to form a new deck when needed. The GM tracks the story and oversees rules while players take on character roles, with the goal being to craft an engaging collaborative narrative.
2. PRODUCERS
Jon Egia Bengoetxea
Helio de Grado Fernández
GAME DESIGNERS/DEVELOPERS
Carlos Gómez Quintana
Mauricio Gómez Alonso
Helio de Grado Fernández
GAME DESIGN COLLABORATORS
Jacob Torgerson
Vidya Bodepudi
Román Gómez Serrano
Javier Gómez Serrano
Mehdi Ben Slama
Kurunandan Jain
Kasper Luiten
Stephany Jaiquel
Douglas Peacocke
James Robinson
Virginia Tapia
WRITERS
Carlos Gómez Quintana
Mauricio Gómez Alonso
ADDITIONAL WRITING
E. G. Quinzel
Mike Foster
COPY EDITOR
Jeffrey Lee
3. COMMUNITY MANAGER
Jon Egia Bengoetxea
LEAD GRAPHIC DESIGNER
Aleksandra Bilic
ART DIRECTOR
Carlos Gómez Quintana
LEAD ARTIST
Milan Nikolic
ARTISTS
Vukasin Bajic
Aleksa Bracic
Marco Brunelleschi
James Combridge
Shen Fei
Eduardo García
Ivan Jovanovic
Lukasz Poduch
Tyler Ryan
Yong Yi Lee
Zabi Hassan
Dhenzel Obeng
Hakeem Rafai
J. R. Barker
FEATURED ARTIST
Anthony Jones
An RPG by Burning Games.
4. faithrulebook
3
HONORARY PLAYTESTERS
Sergio Pesquera Valadés
Diego Río Gimeno
Alejandro Pila Vigalondo
Kylee Gilpin
Eugene Tan
Joshua Casey-Rosa
Luke Challenger
Lucas Artist
FEEDBACK HEROES
Carlos Pesquera Alonso
Stephany Jaiquel Barón
Daniel Tarrio Quintela
Victor Centeno González
José Carlos Tarrio Quintela
Jose María Sainz Maza
Scott Rhymer
Jim Sorenson
Keneal Swenson
Matthew Moorman
Ben Ramjan
Dave Desi
Adam Guarino-Watson “Urutsini”
Tau Kaulima
Koen Agterberg
Simon Butt
Vorawat Kongsupol
Joeri “Captain Cutlass” Winkeler
Che “UbiquitousRat” Webster
Pascal Slaghekke
Matthias De Ridder
Sascha Kersten
Tomáš Přibyl
Timothy Claeys
Chad
Mario Gómez Ortega
Daniwasd
Rodrigo
Ben Bergeron
James Jimbo Burrell
Tsair
EthicalLapse
Hida Fushu
Mark Niven
oddment84
Undead_Ichi
Chadnic
Alshaffer
Phill winters
Ash ‘Nightfever’ Burgum
Timothy Adan
Antroia
Caronte77
blaster219
Mark C.
Salvador
Peter Cobcroft
Joel
Jak Van Der Graaf
Jacob Thompson
Mike Foster
Eric Oliver
Camdon Wright
Chantiel Amadis Kariont
Pedro Calvo Morcillo
Kenneth Trombley
Baradaelin
Nathaniel Ott
Adam Klein
Svein
Frazer Barnard
Brandon Manning
Orden Novaliega
Panda
Juan Alonso
Harrio
Joe Becci
Donovan Derry
David Vicente
Carlos Gutiérrez
Miguel Cobo
SPECIAL THANKS
Aritz Alava
Laura Calvo Llorente
Bojan Simisic - Whale Shark Studio
Milos Nikolic
Gabe Shultz
John d’Auteuil
James Mathe - Minion Games
Jamey Stegmaier - Stonemaier Games
Ben, Dave, Josh and Tau - The Nerd Cave
Oscar Muñiz - Nexus 4
Juraj Bilic - Machina Arcana
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Components and Introduction
The General Rules
The Characters
The Attributes and Skills
The Upgrades
The Non-Player Characters (NPC)
The Gear
Advice for the GM
The Universe of Faith
The Gods
The Corvo
The Iz’kal
The Humans
The Raag
The Ravager
TABLE OF
CONTENTS:
6. faithrulebookComponentsandIntroduction
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COMPONENTS
NEURAL DAMAGE TOKEN
Use these tokens to keep track of
neural damage on the characters.
PHYSICAL DAMAGE TOKEN
Use these tokens to keep track of
physical damage on the characters.
AFFINITY TOKEN
Use an Affinity token to establish the
Affinity of your character. Each symbol
corresponds to a suit of the player cards.
GOD TOKEN
Use a God token to establish the
God of your character. Each symbol
represents one of the five Gods.
CHARACTER TOKEN
Use a character token to represent your character within
the game. The token chosen establishes the species and
gender of your character, while giving you and the other
players a visual clue of your approximate look.
AMMO TOKEN
Use these tokens to keep track
of how much ammo does a
weapon have at all times.
ACS DAMAGE TOKEN
Use these tokens to keep
track of ACS damage on the
characters and their devices.
NAME TOKENS
Use these name tokens to record the name,
age and the profession of your character.
UPGRADE TOKENS
Use these tokens to establish
the Upgrades your character
has. Each symbol corresponds
to the type of Upgrade.
NUMERICAL TOKEN
Use these numerical tokens
to establish the value of your
character’s Skills and Attributes.
FAITH: The Sci-fi RPG is an RPG that uses boardgame components to ease its use and streamline its gameplay. Find below
a description of the different tokens you will use during your campaigns.
7. faithrulebookComponentsandIntroduction
6
FOREWORD
FAITH is a roleplaying game. A roleplaying game consists
of two main parts: the narrative, and the mechanical. The
narrative part of the game is where players perform the
roles of their characters alongside a Game Master (GM),
who describes the actions of non-player characters and
the worlds around them. The mechanical part of the game
is a system of rules used to discover the outcomes of
the players’ actions. The rules serve as a tool to keep the
gameplay realistic and coherent within the universe of the
game.
WHAT YOU NEED TO PLAY
The FAITH: Core Game 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
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 respec-
tive 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.
You can find four pregenerated characters in the
punchboards that you can use if you want to start
playing right away.
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 approval 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, am-
munition, etc. These tokens allow players to focus
on roleplaying, making the flow of gameplay
smoother.
CORE CONCEPTS
The game of FAITH is based around two main ideas:
Roleplaying is mostly based upon social interactions
between the players. The personality and body of knowl-
edge of a character should not be imposed by rules, but by
playing the role of that character.
We ask our players to get into the role of the person they
have imagined because while it is harder to pretend to be
another person than to use game mechanics to solve social
interactions, we believe that it is far more interesting and
fun. Getting better at it by playing is what keeps bringing us
to the table to get into the skin of a space adventurer or a
deviant hacker.
We have included a mechanic in the game to reward good
roleplay. The Gods represent moral paths, and players who
continuously roleplay following their chosen morality are
rewarded with powers and glory. Players whose charac-
ters’ personalities are not consistent will not be able to
access those special abilities.
Roleplaying should be a narrative experience where the
characters usually perform all their actions successfully
and the players will only need to stop to use the mechanics
of the game when the possibility of failing is dramatically
interesting.
For this reason most actions in this game are suc-
cessful by default. Starting Skills with a value of 0 make
characters more interesting by not allowing them to do
everything well. While the GM’s job is to have characters
fail some actions, they should only do it when it is dramatic
and interesting. This creates a streamlined and cinematic
gameplay in which the players will not be checking rules
every time they decide to do something, and at the same
time they must be careful whenever the GM decides to
confront them.
Why Cards?
Most RPGs use dice to add randomness into the game. We
have decided to use playing cards instead.
We wanted players to be able to manage their luck. In
8. faithrulebookComponentsandIntroduction
7
FAITH, the players play cards from their hands, always
choosing which card they play. This allows players to cal-
culate their chances of success when it is their turn and to
create a strategy accordingly. We believe this is an interest-
ing alternative to rolling dice to resolve actions.
Additionally, the beautifully illustrated cards of FAITH put
the art of the game on the table and in front of the players
at all times. They create an immersive experience and allow
players to familiarise themselves with the universe of the
game, which can be especially hard in a sci-fi setting.
Lastly, we have decided to put important pieces of gear
and many NPCs on cards as well. With it, we aim to keep
players from constantly checking the rulebook to see what
they can and can’t do, and remind them of the gear they
are carrying. By including illustrations in all these cards,
we aim to keep players immersed in the stories they are
playing, easing the difficult experience of mentally recreat-
ing an interesting science fiction story.
What are Actions?
Everything a character does is an action. In FAITH, actions
are usually successful by default. However, actions may
fail if a character is really unskilled, if the GM thinks it is
interesting for the story, or if someone being affected by
it does not want it to happen. These situations are resolved
by playing cards, sometimes in confrontation with other
characters, or with the GM.
INTRODUCTION
A roleplaying game, in its simplest form, is a collabora-
tive storytelling experience, with players getting into the
role of characters and saying what their characters do in
the universe created by the Game Master (GM).
When playing FAITH, each player controls a character
except for the GM, who narrates the story and plays the
part of all non-player characters (NPCs). Each player will
design his own character, including his backstory, Attrib-
utes, Skills and Upgrades.
Before the beginning of the game, decide who will be the
GM.
THE GAME MASTER
In this rulebook, we will always refer to the
GM in feminine form and to the rest of the
players in masculine form. This will allow
some rules to be clearer and more easily
understood.
The GM is a storyteller; she is the person in charge of eve-
rything other than the player characters themselves. She
creates a story for them to play or follows a story created
for the setting. The GM sets the goals for the characters
and she is in charge of creating drama around the events
that will lead the story onwards.
The GM controls all the non-player characters, sets their
personalities and interests, decides their actions, and says
what they say, even imitating voices (or not). She describes
the scenarios where the players find themselves, she
makes up how they can interact with them, etc. It is also
her task to determine how the actions of the players impact
the story. Additionally, she is the arbiter of all rules. If the
group cannot find a solution for a problem the GM always
has the final word. She should try to use this responsibility
for the better of the story, preventing players from getting
caught up discussing rules.
In the end, it all comes down to creating an interesting
story that everyone can enjoy, and to have fun together.
THE CHARACTERS
The players who are not the GM play the main characters
of the story. They are in charge of playing the role of the
characters they have created: performing their dialogues,
making the decisions their characters would make, and
playing out the relevant mechanics of the game when
needed, to see if they are successful in their endeavours.
Each player controls a single character and develops in
depth who that person is and what he wants. What is his
struggle? What are his dreams? The more compelling a
character is, the more rewarding the experience of playing
that character is. Interesting people attract other interest-
ing people. Players are encouraged to talk about the history
of their characters and how they imagine them. Together,
they can create an amazing group of characters that will
experience great adventures.
SESSIONS & SCENES
A game of FAITH can be as long as its players want, so it
needs to be divided into sessions and scenes. A session is
simply the allocated time frame for playing the game during
a specific day. After each session, the players must keep
their hands of cards, discard piles and decks for the next
session, as it affects the development of their characters.
Scenes are the different situations that the characters
of the story might get into. Usually scenes involve the
achievement or failure of a certain goal, or a point during
which there is a break long enough between actions that
the characters have a chance to rest. They are similar to
scenes in films. The GM determines the beginning and end
of a scene in a way that fits the story.
10. faithrulebookTheGeneralRules
9
SETTING UP
THE GAME
All players and the GM will have one deck of 54 playing
cards each (four suits plus two jokers). These cards are
used to change the odds during confrontations, allowing
characters to perform heroic deeds or causing them to fail
miserably.
At the beginning of the game, all players will give their
joker cards to the GM, who will shuffle them into her own
deck. This is the only instance when cards from different
decks can be mixed. From this point on, each player must
make sure to keep his cards separated from those of other
players.
When they begin the first session, the players and the
GM will shuffle their decks and draw seven cards. Upon
drawing the starting hand, each player can perform a
mulligan, drawing a new hand and shuffling the previous
one back into his deck.
Players can only play or discard cards from their hands,
unless specifically stated otherwise. Therefore, whenever
a rule asks for a player to play or discard a card, he will
have to choose one from his hand of cards and play it or
discard it. It is always be up to the player which card from
his hand he plays or discards.
Players cannot draw or discard cards at will, and they
cannot shuffle or mix previously used cards into the deck.
Whenever a card is played it is placed in the discard pile of
its owner, usually set up next to the deck face up. When the
last card of the deck has been drawn, the discard pile must
be shuffled to set up a new deck.
Players must always follow the rules to play and draw
cards during confrontations. A player may discard a card
only when stated by a rule, and discarding a card will never
trigger effects related to playing cards, such as Proficiency
or Playing with Ambience.
If at any time a player does not have any cards in his
hand, he must draw a card. If that card is drawn during a
confrontation, it cannot be played until that confrontation
has been resolved.
OS SUIT
CARD SUITS
There are four suits in the deck: Urban, Wilderness,
Space and Operating System (OS), which relate to the types
of environments where the characters might be. The use
of the suits is described in Playing with Ambience. Regular
poker cards can be used following this correlation between
the suits: Urban is Hearts, Wilderness is Clubs, Space is
Spades and OS is Diamonds. The value of the Aces is one.
Urban includes the environments where the landscape
has been heavily modified by a rational species. Wilder-
ness includes the environments where the landscape is of
natural origin. Space includes the environments in free fall
or 0-G. Lastly, OS includes virtual spaces inside computers,
regardless of their actual physical location.
If it is hard to determine the type of environment where
the character is (like an abandoned ruined city overgrown
by a jungle) it will be the GM who makes the choice. In the
previous example, it would make sense that if the character
wishes to climb a ruined building, then he is considered in an
Urban environment, but if he wishes to hide in the bushes,
he is in Wilderness.
Court Cards
Each deck has 12 court cards. They are the three cards
of each suit with a value of 11 or higher. Court cards are
important for achieving critical successes.
ACTIONS
Actions are the things a character can do, from shooting
a weapon to playing piano. All actions are performed using
a Skill that represents the character’s knowledge in that
area, and an Attribute that represents his related capacity
(See Attributes and Skills for more details on the specific
uses of each of them).
Any action attempted by a character is automatically
successful for as long as it is a realistic action. If the action
is absurd, such as reading an unknown language or lifting a
200-ton spaceship, the GM must prohibit said action. The
character may appeal, but he must be reminded that off-
limit actions can break the gameplay. The GM’s judgment
and dissuasive power must lead the gameplay forward.
NATURE SUIT
In a poker deck use Clubs.
URBAN SUIT
In a poker deck use Hearts.
SPACE SUIT
In a poker deck use Spades. In a poker deck use Diamonds.
11. faithrulebookTheGeneralRules
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Logical actions can only be prevented from happen-
ing through confrontations. Confrontations are the main
mechanic of FAITH. Actions that are confronted must
have an action value higher than the confronting action to
succeed. Depending on the difference in their values, they
can have different levels of success. An action that is not
confronted will have the level of success that the character
performing it wishes.
Some pieces of equipment and Upgrades have the
keyword action in their descriptions. Those pieces of equip-
ment and Upgrades require the character to dedicate an
action to use them. The Skill that should be used depends
on the specific piece of equipment or Upgrade.
When it is not important to keep track of time, actions
can be chained together one after the other. However,
in situations during which timing is essential, an initiative
round must take place and each character is only allowed
to perform a single action per round unless other special
rules apply.
Sometimes it will be hard to distinguish between a single
action and a chain of actions very well linked. It is not the
purpose of this rulebook to provide a list of specific actions,
as nearly anything can happen in a roleplaying game and
such a list will never be comprehensive enough. However,
players should try to stick to a few guidelines to describe
their actions.
Actions should only need one verb to be described. If the
word “and” is included, the character is probably trying to
perform two or more actions linked to each other and he
will probably need several turns to be able to do that. Here
is a basic template to describe actions:
“I [verb] [preposition if needed] [target]”
Example: I shoot the guard. I move behind cover.
I dodge towards the door. I hack Ed’s thermal visor.
I reload my weapon.
To keep the game realistic and organic, characters are
allowed to move up to 2.5 metres while performing an
action.
OPPOSING AN ACTION
In FAITH, actions are automatically successful unless
someone chooses to oppose them, be it another charac-
ter trying to avoid their effects or the GM determining an
accident or mishap. Such oppositions are resolved through
confrontations.
Generally, characters involved in a confrontation will
have the chance to play a number of cards depending on
their Attributes, which are added to their relevant Skill to
determine their action value. The character with the highest
action value will succeed and all opposing characters will
fail.
COLLABORATIVE ACTIONS
A collaborative action is a single action that is performed
by more than one character. During a collaborative action,
all participating players play as a single character who
has an Attribute value equal to the highest relevant At-
tribute amongst participating players, and who has a Skill
value equal to the lowest Skill used amongst participat-
ing players. Only participating characters can play cards
during a collaborative action. Additionally, they gain one
advantage for each character participating in the action
after the first.
Two characters or more holding closed a door
while a huge creature tries to open it to get to them;
two characters operating a double-pilot space-
ship through the debris of a space battle; several
characters lifting a hurt companion to get him to
safety, etc. Remember that a collaborative action
must always be a single action. A character opening
a door with a kick so his friend can throw a grenade
in is not a single action and therefore it cannot be
considered a collaborative action, but two normal
actions that need to be well chained together to
succeed.
Example: Rick and Morty are piloting their space-
ship through a ring of asteroids, Rick is piloting and
Morty is using the plasma turret. Their ship is very
easy to manoeuvre, so they gain one advantage. The
GM claims they are about to be hit by an asteroid and
they decide to confront it collaboratively as it will
affect both of them. While Rick will swerve the ship
to the left, Morty will shoot at the left side of the
asteroid to divert its path, increasing the chances
of avoiding the impact. They are both trying to
avoid being hit by the asteroid. The GM agrees that
it is a collaborative action. Rick uses his Link 2 (he is
cortex connected to the ship) and Piloting 2. Morty
uses his Dexterity 3 and Ballistic 5. For this action
they can collaboratively play 3 cards with an initial
action value of 2 and they have 2 advantages (one
from the ship and another one from the collabora-
tive action). The GM can play 3 cards with an initial
value of 0 and has 2 advantages. Every time Rick
and Morty can play a card, either one of them can
play it.
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PASSIVE ACTIONS
Passive actions are those that either do not require effort
from characters or are related to what characters can
perceive and therefore do not require that they declare it.
Hiding and searching are passive actions and it is up to the
GM to determine when other actions may be so as well.
One passive action can be performed in addition to
a normal action during a single turn. When performing
passive actions the character may play cards from the top
of his deck instead of his hand, or a combination of both
from his hand and the top of his deck.
Example: Yong performs a passive action
(Searching), looking into a dark tunnel to figure out
if there is any danger before he enters. He is using
his Mind 2 with an initial action value equal to his
Survival 7 and he has no advantages. The GM con-
fronts the action, she can play 2 cards, the same
as the character she is confronting, with an initial
action value of 0, and she has 2 advantages. Yong is
in Inferiority so he can play one card less than usual.
The GM plays a 7 and now Yong has to play a card.
He can choose to play it from the top of his deck
or from his hand. He does not want to reduce the
number of cards in his hand, so he plays a random
card from the top of his deck, a 3. His final action
value is 10 and the GM can play one more card. Will
she force his failure or will she let him see whether
danger lies ahead…?
ADDITIONAL EFFECTS
Sometimes, characters use pieces of equipment or
Upgrades that can complement their actions or change
their outcomes. These pieces of equipment or Upgrades
have effects that can affect actions in different ways and,
depending on their type, they are resolved differently.
Passive
Passive effects are always in use and they always trigger
when they are applicable. Their use is not optional and they
must be applied if at all possible. All characteristics and
Upgrades are passive unless specified otherwise.
Activated
Activated effects can only be used simultaneously with
an action performed by the character that owns them,
although they still apply if the action fails. Only one activat-
ed effect can be used during each action by each character.
If an activated effect has several functions, the character
can decide to use any number of them at the same time.
Instant
Effects with the keyword instant can be used at any time,
even during another character’s turn. Only one instant
effect can be used during each action by each character.
Sustained
Sustained effects are considered activated on all
accounts, but they remain active until the character decides
to stop them, becomes Traumatised, becomes Bleeding out,
or dies. A character with an active sustained effect can not
discard any neural damage during the maintenance phase.
CONFRONTATIONS
Confrontations are the core mechanic of the game. If
an action has a chance of failure, it will likely be resolved
through a confrontation. Confrontations are the only
instance during which characters can play cards.
Confrontations arise when a character declares an
action, and whoever is affected by it declares he wants to
act against it. Alternatively, the GM, representing difficulty
or bad luck, creates a confrontation when she tries to force
the action to fail.
It is not recommended to resolve actions related to
dialogue and deduction by using cards. In these cases, the
best option for a deeper game immersion is to let each
character play his role in order to obtain the informa-
tion or agreement he needs throughout interaction with
other players and NPCs. In case of not reaching an agree-
ment, these situations can be resolved with a Cunning
confrontation.
CONFRONTATIONS
WITH THE GM
When a character performs an action, the GM can
confront him to try to stop the character from succeeding.
During a confrontation with the GM, she counts as having
the same Attributes and Affinity as the character she is
confronting, and her opposition counts as an action for all
resolution purposes. The GM does not have a Skill value but
she does not receive a disadvantage for it. Additionally, she
always has 2 advantages that can be overcome as normal.
In these situations, the GM acts as bad luck or an accident
happening. If the GM wins the confrontation, the action will
be unsuccessful and it is recommended that she explains
how the action failed. If she scores a critical success, there
can be an interesting or dangerous reason for the failure.
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CONFRONTATIONS
BETWEEN CHARACTERS
When a character is going to be affected by an action and
he is aware of it, he may decide to confront that action. He
must explain what action he is performing as a counter-
measure and determine what Skill and Attribute his action
relates to.
A countermeasure must be able to make the confronted
action fail: by damaging the attacker’s target; by affecting
his senses, capacities or equipment; by getting the charac-
ter into a position where the action he is confronting cannot
reach him, etc.
A Hacking action can be stopped by hacking the rig that
is being used to attempt the attack, or a character can be
stopped from hitting his target by blinding him.
If there is conflict about the appropriateness of an action
as a countermeasure in a confrontation, the GM must
decide if it is appropriate or not before allowing the players
to resolve the confrontation. If it is not, the confronting
character can attempt a different action or be affected by
the action as normal.
ACTION VALUE
The action value is an action’s numerical value. There are
several things that can modify the value of an action and its
final value will affect the outcome of the confrontation and
determine its winner.
Skills
All actions relate to a Skill. The Skill value is added to the
action value. Additionally, if the Skill value of a character is
0 he will suffer a disadvantage (-).
DAMAGE
Skill values are reduced by one per damage counter (both
physical and neural) the character has, to a minimum of 0.
Example: Edward is trying to infiltrate an enemy
base. He finds a lonely guard at the end of the
corridor in front of the door he must cross. The
guard is unaware of Edward’s presence so there
cannot be a confrontation; anything Edward does
to him will succeed. Edward shoots him with his
silent weapon. Suddenly, the GM plays a card from
her hand, a very powerful 10. Edward looks at her
distressed. If he misses the shot, the guard could
be alerted and the mission will be compromised.
Edward has Ballistic 6 and Dexterity 2, and his
weapon grants him one advantage. On the other
hand the GM has an initial action value of 0, plays 2
cards (same as the Attribute used by Edward) and
has two advantages. Edward is in inferiority and
therefore he can only play 1 card. If Edward wins the
confrontation, he kills the guard without drawing
any attention. If the GM wins the confrontation, it
will be up to her to describe the failure. She could
say that Edward’s gun has a malfunction and he will
be forced to fix it or find another way around the
guard, or she could say that Edward shot misses,
alerting the guard.
14. faithrulebookTheGeneralRules
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Playing Cards
All actions relate to an Attribute. When a character is
involved in a confrontation he will be able to play up to as
many cards as the value of the Attribute he is using. He will
add the value of those cards to his action value.
The total number of cards played by a character during
an initiative round can never be higher than the Attribute
used, regardless of the number of actions performed using
that Attribute (unless specified otherwise by another rule).
INFERIORITY
(ADVANTAGES AND DISADVANTAGES)
Advantages (+) represent having a form of upper hand
over an opponent, while disadvantages (-) represent dif-
ficulties or hindrances a character can have when trying to
perform an action. Both can be gained through equipment,
or through equipment or Upgrades that grant them. Each
disadvantage cancels one advantage, and if the character
has no advantages to be cancelled, it gives one advantage
to the character confronting him.
During a confrontation, the characters that have the
least advantages will be in Inferiority and, as a result, will
have the maximum number of cards they can play reduced
by one. In case of a tie, all characters will be able to play
the normal amount of cards. The GM can also be affected
by advantages or disadvantages.
A character can be considered in an advantageous situ-
ation when he is undercover, when his enemy is restrained,
when he enters a room undiscovered and catches other
characters with their guards down, when he is in a higher
position than his enemy, etc. A character can gain
advantage from several sources at the same
time or even several advantages from the
same source if the benefit it provides is very
strong. There are so many possibilities that
it is the job of the GM to determine how and
when to grant advantages or disadvan-
tages to characters.
THE JOKERS
The deck of the GM contains the jokers from all the decks
used by the players and herself. A joker card played during a
confrontation turns the last card played by the confronted
character into a card of value 0. If the character had not
played a card yet, it will affect the next card he plays.
A joker card still counts towards the maximum number
of cards the GM (or NPC) can play, and the card nullified
by the joker still counts towards the maximum number of
cards the character can play.
OUTCOME
OF A CONFRONTATION
In a confrontation, the action with the higher action value
is considered successful and its confronting action is con-
sidered a failure. In case of a tie, all actions fail.
When an action has a value 1 to 4 points higher than its
confronting action, it succeeds without other effects.
Decisive Success
When an action has a value 5 or more points higher than
its confronting action, it achieves a decisive success and it
may have improved effects as described in the relevant
Skill or piece of equipment. Those actions that do not
have an effect described for a decisive success will not be
improved unless the GM finds a fitting effect for them.
Critical Success
When an action has a value 10 or more points higher
than its confronting action and the last card played for it
was a court card, it achieves a critical success. Its effects
are improved as described in the relevant Skill or piece of
equipment, or as the GM sees fit if they are not described
anywhere. The effects of a critical success should be twice
as good as the effects of a regular success.
Example: Erica and John shoot at each other.
After playing all their cards, taking into considera-
tion all the action value modifiers, the final action
values are 31 for Erica and 19 for John. Additionally,
the last card played by Erica was a 13. Erica outper-
forms John by 12 points and the last card she played
was a court card, so she achieves a critical success.
She does twice the damage of her weapon to John.
This represents a headshot or a shot to some other
vital area.
15. faithrulebookTheGeneralRules
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Failure
Whenever a character fails an action, it is up to the GM
to tell why and how. She can just have the action fail, or
she can have it succeed with complications. However, she
should follow a few guidelines to incorporate failures into
the story.
When a character fails an action against another charac-
ter or the GM, it is typical to have the failed action simply
fail. If it is a Shooting action, the bullet misfires or misses its
target. If it is a Repairing action, the mechanic simply fails
to repair it. If it is a Hacking action, the hacker is not able to
override the defences of the device or his rig momentarily
fails.
However, when the GM confronts and defeats a character
with a critical success, she can get creative. If it is a Shooting
action, the weapon is jammed and the shooter cannot use
it anymore until it is fixed, or the shooter hits a friendly
character that was in close proximity to his target.
If it is a Repairing action, the mechanic could have
damaged the device even more and further
Repairing actions could be more difficult or im-
possible. If it is a Hacking action, the hacker’s rig
might break down or be infected by a virus.
STEPS
OF A CONFRONTATION
To resolve a confrontation, players must always follow
the same steps.
◊ A character declares an action and its target or
targets if there are any.
◊ The GM declares if she wants to confront the
action.
◊ All the characters that can declare a counterac-
tion do so if they want.
◊ All the characters that declared a counteraction
declare the activated effect they will use, if any.
◊ The initial character declares the activated effect
he will use, if any.
◊ Inferiority is assigned to the character(s) with the
least advantages in the confrontation.
◊ The character with the lowest action value plays
a card from his hand. In case of a tie, the players
play first. If there are two or more players
involved in a tie, they play their cards face down
at the same time.
◊ The previous step is repeated until all characters
can’t or do not want to play more cards.
◊ The confrontation is resolved. All the actions with
an action value higher than the action they are
confronting are successful.
◊ All successful actions are resolved according to
the outcome of the confrontation.
◊ The GM determines the failures of all other
actions.
In order to keep gameplay streamlined, it is important
that each participant of a confrontation says the value of
their action out loud each time they play a new card. This
way nobody is forced to calculate the value of the action of
his opponent every time he plays a card.
16. faithrulebookTheGeneralRules
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RESOLVING
MULTIPLE CONFRONTATIONS
If an action affects several characters, such as the ex-
plosion of a grenade, all affected characters can confront
that action. Before any cards are played, every character
affected by the action must decide if he will enter the
confrontation. The GM may also be involved in a multiple
confrontation.
To resolve a multiple confrontation, calculate the final
action values of each of the characters involved and the
GM if she participates. Calculate the successes or failures
of all confronting characters individually against the
character that performed the initial action and apply them
according to the normal success rules. If the GM wins her
confrontation, the action of the character she confronted
fails regardless of its success against other characters.
Note that even if an action itself is a failure, it still causes all
confronting actions with a lower value to fail.
If a character is in Inferiority against only some of his
opponents, he can still play his last card, which will only
modify the value of his action against those opponents that
do not have advantage over him. Similarly, the effects of
decisive or critical successes are calculated and applied
individually against each opponent.
DRAWING CARDS
When a character plays a card, he is subject to drawing
new cards from his deck to his hand. There are two in-
stances when this can happen and if both of them occur
simultaneously only the most beneficial takes place.
Playing with Ambience (Affinity)
If a character plays a card, and the suit matches the
environment in which he is performing the action, he can
immediately draw a card from his deck to his hand. This rep-
resents the character acting effectively in his environment,
resulting in less exhaustion.
Additionally, each character has Affinity to a suit. When
he plays a card that matches the ambience he is in and it is
his Affinity, he draws two cards instead of one and keeps
one of them in his hand. The other card must be put either
back on top of the deck or the discard pile.
Proficiency
Whenever a character plays a card with a value equal
to or less than the Skill he is using during a confrontation,
he immediately draws a card. This represents that the
character is very capable in this area and the low effort
(corresponding to playing a low card) does not tire him out.
Beginning of a Scene
At the beginning of each scene, all players and the GM will
keep their current hand of cards and draw back up to a total
hand of seven cards.
INITIATIVE ROUND
Whenever two or more characters wish to perform an
action simultaneously or in close timing with each other, an
initiative round takes place. Each initiative round represents
the 3 to 5 seconds during which characters rapidly perform
actions to try to outperform each other or to achieve their
own goals.
Each character who wants to perform an action this ini-
tiative round plays a card face-down on the table. This is his
initiative card. Initiative cards are played either from their
hand or the top of the deck. A card played as an initiative
card does not trigger effects such as Playing with Ambience
or Proficiency.
All cards are then revealed simultaneously and each
character adds his Initiative to the value of his card. This
determines the initiative order for the characters, from
highest to lowest added total. Each player discards his
initiative card at the beginning of his turn. Characters will
take turns performing a single action each following the
initiative order.
If two characters have the same initiative, the player
characters always act first. If two or more NPCs have the
same initiative it is up to the GM to choose which one goes
first. If two or more players have the same initiative they
can choose who goes first, and if they do not come to an
agreement they must each tell the action they wish to
perform to the GM and she will determine who gets to act
first.
During an initiative round a character might be able
to perform more than one action, especially when he is
affected by the actions of several characters. Regardless
of how many actions a character ends up performing, the
total number of cards he can play for actions associated to
the same Attribute can never exceed that Attribute unless
specified otherwise by another effect.
REACTING
Whenever a character is affected by an action, he can
confront it following the rules for confrontations between
characters. If this happens before his turn in the initiative
order, he loses his turn for that round. A character can
confront more than one action each round and that will not
cause him to lose any additional turns.
17. faithrulebookTheGeneralRules
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WAITING
A character can always choose to wait until the next
character with the highest result in the initiative order has
taken his action before taking his own action; he can do this
several times letting any number of characters go first. If
all characters choose to wait, they keep their cards for the
next initiative round. The only consequence is the passing
of time.
MAINTENANCE PHASE
After all characters have taken their turns and all actions
have been resolved there is a maintenance phase. During
the maintenance phase, effects such as damage recovery
are resolved.
If there are no initiative rounds taking place the mainte-
nance phase is performed as often as the GM determines,
keeping in mind that an initiative round usually takes place
in around 3 to 5 seconds.
If there is still conflict between the characters, or new
characters join the struggle, a new initiative round begins.
STEPS
OF AN INITIATIVE ROUND
To resolve an initiative round, players must always
follow the same steps.
◊ All players play one card face down in front of
them, either from their hand or the top of
their deck.
◊ If there are any number of NPCs
involved, the GM plays one card face
down from either her hand or the top
of her deck.
◊ Everyone turns their cards face up,
and each player character adds his Initiative to
the value of his card. NPCs add their Initiative
to the value of the GM’s card.
◊ The initiative order is established from highest to
lowest added total. In case of a tie, player char-
acters will always go first, followed by the NPCs
in the order of the GM’s choosing. In case of a tie
between player characters, they must come to an
agreement or tell their actions in secret to the GM,
who will determine who goes first.
◊ The first character of the initiative order has his
turn. He declares his action and discards his initia-
tive card. Characters affected by that action may
confront him as normal. If they do so, they lose
their turn if they had not acted yet. Any confronta-
tions that may arise are resolved as usual.
◊ The next character in the initiative order that has
not had his turn yet takes his turn. Any confronta-
tions that arise are resolved as usual. Repeat this
step until there are no more characters left in the
initiative order.
◊ The maintenance phase takes place and all
relevant effects are resolved.
◊ If there are still two or more characters who wish
to perform actions simultaneously or in close
timing with each other, a new initiative round
begins.
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Characters have Attributes (usually ranging from 1 to 3)
that represent their general capacities and establish the
amount of cards the players can use during confrontations;
and Skills (ranging from 0 to 9) that represent their specific
skillsets and are added to their actions’ values. Addition-
ally characters may have Upgrades that represent remark-
able features like a cortex connector or a Divine Upgrade
granted by one of the Gods.
However, characters are much more than a bunch of
numbers that tell how good they are at something. A key
part of character creation is coming up with the character
concept. A character concept tells us about who you want
your character to be. It can be a concept that you have been
toying around with for a long time, a good idea that just
came to you, or a character inspired by a story you enjoy -
basically anything you want.
It is important for characters to have a desire or a goal
that they want to achieve, which is often used as the reason
why they go on different adventures and get involved in all
kinds of trouble. These goals should not be easily achieved
and they should be established with the consent of the GM,
allowing her to introduce it as part of the story. It is also
important that the goals of all the characters in a group
motivate them to adventure together, otherwise the group
will feel divided.
It is usual for a group of players to spend an evening
coming up with the stories of their characters and setting
up their character boards, while the GM plots her storyline.
Think about what kind of character you would want to
be if you had the chance to star in a 300 million dollar sci-fi
film. There are no limits to the scope of an RPG.
CREATING A CHARACTER
You should talk to the other players and the GM about the
kind of character you would like to play and what kind of
story you are going to be part of. This will help you decide
the type of character you want to create. Reading the de-
scription of each species and the story of the universe of
FAITH can be really useful when making these decisions. If
you want to learn about the game just by playing it, just pick
the species you visually like the most and go with it. Once
you have made up your mind, follow these steps:
Choose the species of your character and the gender.
Pick up the relevant character image and place it on your
character board.
Choose one of the four suits to be the Affinity of your
character. Pick up the corresponding token and place it on
your character board. The Affinity represents the places
where your character grew up, was training, or the kind of
place in which you feel at home.
Choose a God to follow. The God of each character relates
to what kind of person they are. The GM has the final word
on which God corresponds to a character after a player has
described how he wants his character to be. Pick up the
corresponding token and place it on your character board.
Remember that during gameplay you might change your
God’s allegiance to another one if your character changes
his path in life. Change the relevant token accordingly. You
can choose to not follow any God.
Establish your Skills. Set one Skill at 5, another at 4,
two at 3, two at 2, three at 1 and the last three at 0. Once
you have chosen how to distribute your points, use the
numbered tokens and place them on your character board.
Establish your Attribute’s values at 1. Then, distribute 10
points of experience between your Attributes and/or buy
and install Upgrades. See Gaining Experience to learn the
cost of each improvement.
Choose your character’s equipment. Use the credits
granted by your Profession to acquire pieces of equipment
or appeal to the GM using the background of your character
to help her decide whether you should have any additional
equipment to what your credits can buy. It is recommended
that characters start with only a few pieces of gear and
have them gain new equipment along the way.
ADVANCED CHARACTERS
If you want to play with an advanced character you can
use these rules that will let you create a character with the
experience of around 12-15 sessions of play.
Skills: Set one Skill at 7, another at 6, two at 5, two at 3,
three at 1 and the last three at 0.
Attributes and Upgrades: distribute 24 points of experi-
ence according to the costs found in Gaining Experience.
GAINING EXPERIENCE
During gameplay, characters will learn and change. The
story will shape their personalities and their actions will
teach them new Skills or improve those they already had.
Each time a major milestone of the story is reached or
the characters have had a significant opportunity to learn
and improve their abilities, the GM may decide to grant them
THE CHARACTERS
20. faithrulebookTheCharacters
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experience. It is recommended to do so not more than once
per session and at least once every two or three sessions,
but it is ultimately up to the GM’s discretion.
Have all players say out loud what they think each char-
acter’s best moment was since they last gained any experi-
ence, and have them recommend the Skill they think should
be rewarded. It is good to remember all the adventures the
characters have gone through. The GM will select one of
the recommendations of the players or her own, and the
character will be able to add one point to that Skill.
Additionally, characters get one experience point to
acquire Upgrades or to improve Attributes. The GM can
decide to award an additional experience point to players
that do something extraordinary or achieve important
objectives.
Attributes have a cost on experience points equal to
twice the level they currently have. Upgrades have differ-
ent costs and each type has different requirements to be
used or acquired.
HEALTH & DAMAGE
Characters have physical health and neural health. The
physical health of a character is equal to twice the value of
his Constitution and his neural health is equal to twice the
value of his Mind.
There are two types of damage: physical and neural.
Each type of damage has its own token. To keep track of the
damage a character has suffered, place the corresponding
tokens on top of his character board.
Each counter of damage, of either physical or neural,
gives the character a -1 to every Skill to a minimum of 0.
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PHYSICAL DAMAGE
Physical damage is inflicted by physical means: weapons,
tools, fists, etc. Each counter of physical damage counts as
-1 to the physical health of the character. While in normal
health state, one physical damage counter can be discarded
per week of in-game time after it has been suffered.
NEURAL DAMAGE
Neural damage can be inflicted by means such as con-
cussions, Divine Upgrades, viruses, link attacks, neural
weapons, etc. Each counter of neural damage counts as -1
to the neural health of a character. While in normal health
state, one neural damage counter can be discarded during
each maintenance phase (or 3 to 5 seconds of in-game
time) unless the character has received neural damage that
round.
ACS DAMAGE
ACS damage is inflicted by electronic means, be it through
Hacking actions or electrical waves from a neural weapon.
It can only affect gear and robots with an energy value and
when a device suffers as much ACS damage as its energy
it is shut down.
Adaptive Circuit Severance (ACS) is the term used for
the electrical overload of microprocessors after they are
affected by corrupting Hacking routines, and also by certain
types of electromagnetic waves typically associated with
neural weapons.
ARMOUR
Characters may have means of reducing the damage they
suffer. Some pieces of equipment (or other effects) provide
their users (or the equipment itself) with a value of armour.
Whenever the character or piece of equipment is about to
receive physical or neural damage from an external source,
he or it can ignore a number of counters equal to its armour.
HEALTH STATES
Depending on the amount of damage a character has
suffered, he can be in three different health states or even
dead.
Normal
The health state of a character is normal for as long as he
is not affected by any of the following states.
Bleeding Out
A character is bleeding out when his physical health is
below 0. Characters can perform actions and engage in
confrontations while bleeding out. After performing the
action they will immediately receive one physical damage
counter.
NPCs will generally ignore characters that are bleeding
out until they have taken care of all other threats.
Traumatised
A character is traumatised when his neural health is
below 0. The character is unconscious and will not regain
consciousness until he receives enough medical attention
to discard enough neural damage counters to have neural
health 0 or above.
Dying
If a character is bleeding out and traumatised at the
same time, he dies automatically. If at the end of a scene
a character is bleeding out and he has not received medical
attention from a First Aid action, he dies. Additionally, if he
takes any further physical damage from an external source
while bleeding out, he dies.
A character can also die of starvation, exposure to the
vacuum of space, drowning, excessive mutilation, etc. The
effects of these possibilities are left to the GM to determine.
SPECIES’ TRAITS
Each species of playable characters have unique traits
that make them different from each other. The different
species should be played differently on a roleplaying level,
but they also have special rules to help players distinguish
between them more clearly.
CORVO
The Corvo are a highly technological
species; they are very independent
and very capable. Their appearance and
physiology resembles those of insects and
they are well adapted to life in space.
Technological
All corvo characters start the game with a cortex con-
nector Upgrade. This Upgrade does not count as one of the
Tech Upgrades a character can have and it does not occupy
an Upgrade slot.
22. faithrulebookTheCharacters
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Tail Reflex
A corvo character can use his tail to connect a device to
his cortex connector. If the device is about to receive ACS
damage due to a Hacking action, it will be disconnected
instead. It takes one action to connect it again.
Spaceborn
All corvo characters have one advantage when they
perform an action using EVA, if their Affinity is Space.
Attribute Limits
The evolution of the corvo gave them a very utilitarian
metabolism, allowing them to adapt to life in space and to
survive with minimal resources. For this reason, they are
not very strong or physically capable. Their Constitution
and Agility Attributes are limited to a maximum value of
2 each.
IZ’KAL
The Iz’kal are a very social, very proud,
and very efficient species. They are the
descendants of an ancient species of
aquatic mammals that have adapted to life
on solid ground.
Hyperlink
The Iz’kal have developed biological changes in their
brains that allow them to communicate with each other and
blend into a single mind. Every iz’kal character can engage
in a hyperlink with up to 5 other iz’kal characters in a 30
metre radius. Engaging or leaving a hyperlink is activated.
The members of a hyperlink can reject another character
trying to join it.
While in hyperlink, the personalities of the members
blend into a single one. The characters engaged in hyperlink
must democratically vote every decision and then follow
it. Characters can always be expelled from a hyperlink
after a democratic vote or after not following a democratic
decision.
Additionally, iz’kal connected in hyperlink can choose to
confront actions that target any other member of the hy-
perlink, even if they were not affected by the action them-
selves. They still need to declare a valid countermeasure to
be able to do so. Multiple members of the hyperlink can use
this effect at the same time.
Voidwalkers
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.
Each maintenance phase, a Voidwalker can discard up to
as many neural damage counters as their Faith. Addition-
ally, they ignore all Skill penalties from neural damage
whenever they are using a Divine Upgrade.
Aquatic
All iz’kal characters innately know how to swim, even if
they have never done it before. Iz’kal characters always
have one advantage while swimming or diving. Additionally,
they can hold their breaths up to 8 minutes per Constitution
point while acting normally or twice as long if they stay
still.
Attribute Limits
Iz’kal are first and foremost social beings, and they are
not as technologically advanced as corvo. Additionally, as a
species that originated from the water, their bodies are not
built for land life. Their Link and Constitution Attributes are
limited to a maximum value of 2 each.
HUMAN
Humans are remarkably adaptable. Although
not as powerful as the Iz’kal or the Corvo,
many humans are highly valued workers
and mercenaries and their endurance is
unrivalled.
Resourceful
If humans have one defining characteristic, it is their
ability to find a way out of each and every situation. All
human characters draw up to 8 cards whenever they would
normally have to draw up to 7 cards.
Endurance
All human characters have one advantage when they
perform an action using Athletic, representing their
physical prowess.
Attribute Limits
Although they are one of the best physically suited intel-
ligent species of the Universe, their societies were not able
to develop as fully as some of the other species. Their Link
and Mind Attributes are limited to a maximum value of 2
each.
23. faithrulebookTheCharacters
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RAAG
The Raag are a primitive species, very tough
and aggressive. They are mammals that are
well adapted to life in cold weather and they
form tight-knit clans to survive the constant
menace of conquest or extinction.
Old Bones
Raag have a very primitive and tough bone structure.
They can ignore the modifiers of up to two physical damage
counters, and they can predict when a storm is coming.
Titans
With an impressive build, this species surpasses most
other intelligent species in size. All raag characters have
two additional points of physical health. Additionally, they
have one advantage towards all Constitution actions.
Attribute Limits
What the raag have in strength, they lack in finesse, and
their brains have a hard time wrapping around the idea of
virtual realities. Their Dexterity and Link Attributes are
limited to a maximum value of 2 each.
RAVAGER
The ravager queens create each specimen
of their species from a bank of DNA for
a specific purpose. This bank has been
refined for many years with the DNA of all
the creatures the hive has ever consumed.
It is not uncommon that a given ravager specimen may
not share any DNA with another ravager from the same
hive. Most biologist repel the idea of calling the ravager a
species and use the term step-species instead.
For this very reason there are ravager of all kinds.
Players will be able to play those that are given a reason-
ing capacity of a similar level to the other playable species.
Although there are hundreds of types of ravager, there
are only a few created with this shared capacity of reason
- most of the hive’s needs are performed by ravager that
were created for a very specific task and are not required
to be useful at others. When creating a ravager character,
players must choose one of the following types as the base
of their character. It will determine the character’s appear-
ance and base characteristics. Regardless of their type, all
ravager have Genetic Expression and Hive Mind, except for
the infiltrators that do not have Hive Mind.
GENETIC EXPRESSION
Action. A ravager can change any of his Bio Upgrades for
any other Bio Upgrade, even more than one at once. The
total cost in experience points of the new Upgrades cannot
be higher than the total cost of the previous Upgrades,
unless the character spends additional experience points
to do so. Any experience points not spent during the transi-
tion are lost. The transition takes a few minutes for each
experience point of the Upgrades changed.
The ravager can accumulate the DNA information of any
organic matter they consume. If a ravager eats a character
with Bio Upgrades, he will be able to acquire them with ex-
perience points or change his Upgrades for them. Addition-
ally, the ravager can pair with the Queen to transmit to her
all the DNA information he has accumulated.
All ravager can have up to 2 Bio Upgrades per Constitu-
tion point but only one Tech Upgrade in total, regardless of
their Link.
24. faithrulebookTheCharacters
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HIVE MIND
Ravager use natural LinkWaves for communication;
allowing them to communicate with other ravager up to
100 metres away.
As a side effect, hackers can disturb their LinkWave flow,
making ravager hackable, as if their minds were a device.
When hacked, a ravager will fail their current action, or
suffer a disadvantage towards their next action (if there is
no action to fail).
They have a Firewall with a base value equal to their
Hacking Skill that plays as many cards as their Link
Attribute.
Infiltrator
Infiltrators are ravager that are identical to the species
from which they were created. However, instead of being
born from a mother or an egg of their species, they have
come out of the womb-tank of a ravager queen.
The infiltrator is a specimen of any of the other playable
species. He has the same species and is genetically identi-
cal to any other specimen of that species. He will have the
species traits of the species the player has chosen to play
and the ravager trait Genetic expression.
The fact that the character is actually a ravager should
only be known by the GM; the other players only need to
know if the GM determines so. The reason why the ravager
queen created an Infiltrator should be discussed with the GM
and be a key part of the character’s story. A ravager queen
never does something without a clear plan or purpose, so
the Infiltrator must be part of an important mission.
Ironskin
The ironskin is a large ravager with enormous strength
and an even greater resistance. An ironskin always has the
Upgrades Nanoskin and Phagocyter and needs to spend the
corresponding experience points to acquire them during
character creation.
IRON SKIN
An ironskin has a base armour value of 2 that cannot be
reduced or ignored by any means.
CHARGE
A running action performed by an ironskin will be con-
sidered passive if it is not confronted. Additionally, if he
performs a CQC action in the same turn, he will gain an
advantage towards it.
VICIOUS ATTACKS
Ironskins deal 2 additional damage in CQC actions
and always have one additional advantage towards CQC
actions. Additionally, they gain another advantage when
they perform grappling actions.
ATTRIBUTE LIMITS
Ironskins are made for crushing enemies, but their
strength comes at a cost in swiftness and intelligence. Their
Agility, Mind and Link Attributes are limited to a maximum
value of 2.
Lurching Horror
The lurching horror is a ravager that is slick, gooey, and
much more dangerous than it looks.
BLADE FURY
A lurching horror always gains 2 advantages towards
CQC actions. He can attack 2 targets in CQC simultaneously,
or focus his attacks on a single target, gaining a third ad-
ditional advantage.
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NANO HOOKS
The lurching horror can attach himself to a wall or
ceiling with his tentacles. His movement while suspended
is doubled and he is still in plain sight unless otherwise
concealed. Additionally, he gains one advantage towards
Agility actions.
ATTRIBUTE LIMIT
Lurching horrors have no Attribute limits.
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.
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 subse-
quent 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
that ignores 1 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 3 physical damage counters.
ATTRIBUTE LIMITS
Being composed of many small creatures has its advan-
tages, but coordination and speed are not among them. The
Agility and Dexterity Attributes of a swarmer are limited to
a maximum value of 2.
Techno
The techno are created by the ravager queen to defend
her other children from electronic attacks and to help neu-
tralise 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.
NEURAL RIG
The brain of a techno is very similar to an organic
computer. It has LinkWave 50, Firewall 8 (3), energy 3 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.
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ATTRIBUTES
The Attributes of a character represent his capability
to act and ability to put effort into actions. Some actions
might relate to more than one Attribute and other actions
can relate to different Attributes in different situations.
Players can argue which Attribute should be used for an
action but the GM will always have the final word on such
matters.
Attributes range from 1 to 3. Some effects can allow
characters to improve Attributes even further, but an At-
tribute can never be reduced below 1. During gameplay,
characters can play one card per round for each point they
have in the Attribute they are using.
Whenever a character is confronted, he must explain
his action and therefore choose which Attribute he will be
using. While most of the time the right Attribute for the
action is fairly clear, characters can always find ways to do
things differently, if they are creative.
AGILITY
Agility represents the nimbleness of a character: his
ability to move quickly and precisely. It should be used
for actions involving movement of the body, such as
dodging gunfire, climbing a wall, or trying to outrun other
characters.
CONSTITUTION
Constitution represents the physical endurance and
strength of a character. Constitution should be used in
actions that test the strength or endurance of a character,
like lifting heavy weights or running very long distances.
The physical health of a character is equal to twice his
Constitution, and he can have as many Bio Upgrades as his
Constitution.
DEXTERITY
Dexterity represents the fine motor ability of a char-
acter. It should be used for actions involving manipulating
things with the hands, such as carefully manipulating gear
or equipment, aiming and recharging weapons, or driving a
motorbike through dense traffic.
LINK
Link represents the ability of a character to understand
and interact with technology. It is used whenever a char-
acter performs an action involving computers, networks,
electronic devices or even digitally controlled spaceships
or other similarly controlled vehicles.
A character can have as many Tech Upgrades as his Link.
MIND
Mind represents a character’s intelligence and ability to
concentrate, as well as his ability to perceive details and
patterns. It is used when recalling memories, diagnosing
illnesses, designing machines, or deciphering codes.
The neural health of a character is equal to twice his Mind.
He speaks fluently in as many languages as his Mind, and he
can understand a little bit of as many additional languages
as his Mind.
FAITH
Faith defines the ability of a character to connect or com-
municate with the Gods. It represents the character’s true
Example: Mark wants to repair his broken
drone. Sadly, during their last encounter with a
Ravager, it took a hit and now it lays on the ground
unresponsive.
The GM says it took a shotgun shot and it is filled
with small pellets, so it will be a delicate work to
remove them all. Mark’s Dexterity is 2 and his Tech-
nical Skill is 5, but the drone is extremely damaged
and he fears that if he fails the GM will claim that the
drone is broken for good.
Mark’s Mind is 3, so he says to the GM,
“I am going to take a different approach to picking
the pellets one by one and fixing what is broken. I
will study the situation and take notes on my pad, I
want to figure out the entrance point of the pellets
and the radius spread. Once I know that, I will then
disassemble the drone and take my time to fix each
part separately. I will know where each pellet went
so I won’t have to mess around and risk breaking
anything. I think this approach is more fitting to my
Mind than my Dexterity, what do you think?”
The GM agrees and Mark can now try to fix the
drone using Mind, his highest Attribute.
27. faithrulebookTheAttributesandSkills
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conviction and how far he is willing to go for his beliefs.
A character can have as many Divine Upgrades as his
Faith.
SKILLS
The Skills of a character represent his capabilities of
a specific skillset. Skills range from 0 to 9. A character
with a high value in a Skill is very capable in that area, and
a character with a low value only has a rough knowledge
of the subject. However, the biggest difference in Skill lies
between the values 0 and 1. A character with a Skill of 0
has no clue about how to behave in actions related to that
specific Skill.
Every action performed by a character relates to a Skill
representing his knowledge in the related area. If a charac-
ter cannot find an appropriate Skill that relates to an action,
he is not familiar with it and it is considered that his Skill
value for that action is 0.
Each Skill can be used for different things, and the At-
tribute that relates to it is not necessarily the same every
time. Characters will have to select the most fitting Skill
and Attribute for each action.
BALLISTIC
Most often used with Dexterity if the weapon
is used with the hands, or Link if the weapon
is used through a software.
The Ballistic Skill is used to shoot and recharge weapons,
and generally manipulate ranged weapons safely.
Ballistic actions
All ballistic actions need to be performed with a ballistic
weapon of any kind.
SHOOTING
When performing this action, characters have to declare
their target and the weapon they are using before anything
else. If the weapon has a magazine value, the character
must discard the top ammunition token from its pile. If the
action is successful, apply the effects of the type of am-
munition used to the target of the action.
RELOADING
A weapon with a magazine value but no ammunition
tokens on it cannot be shot until it is reloaded. To reload,
characters must discard all the ammunition tokens left
in their weapon and set a new pile of ammunition tokens.
These tokens may be loaded in any order and they may be
loaded using any combination of ammunition types com-
patible with the weapon.
AIMING
When performing this action, characters declare one
target. Whenever the target performs an action, the char-
acter can perform a Shooting action as a counter action
even if the action of the target did not affect him directly.
Additionally, aiming provides one advantage to a Shooting
action against its target. If the character performs another
action in between, the effects of aiming are lost.
SUPPRESSIVE FIRE
When performing this action, characters declare a small
area like a door or a window as a target. A suppressive fire
action spends the top ammunition token of the weapon
used and allows the character to confront any action made
by other characters in that area with a Shooting action in
later initiative rounds, until he performs a different action
or chooses a target outside that area for a Shooting action.
Damage
When a Shooting action is successful, the target of the
action, and all characters in the area of effect if there is
one, will suffer the damage specified by the weapon - taking
28. faithrulebookTheAttributesandSkills
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into account the range of the shot, or the distance to the
point of impact if affected by an area of effect.
If a Shooting action achieves a decisive success, it will
cause one extra point of physical damage, and if it achieves
a critical success, double its base damage.
A Shooting action can be forced to fail when taking
damage and therefore it can be a valid countermeasure
against another Shooting action.
CLOSE QUARTERS COMBAT
Most often used with Dexterity when trying
to hit something, or Agility when trying to
block an attack.
The Close Quarters Combat (CQC) Skill is used when
fighting with close combat weapons or even bare handed.
Characters can confront any action taking place within
their reach with a CQC action, even if it does not affect them
directly.
CQC actions
When using the CQC Skill, characters have to choose one
of two different CQC actions.
HITTING
Using Dexterity, the character employs martial arts
knowledge to hit and deflect attacks. A successful Hitting
action causes damage to its target.
GRAPPLING
Using Agility, the character employs speed and flexibil-
ity to grapple his opponent. A successful Grappling action
allows the character to get a hold over an opponent or get
rid of the hold of an opponent.
While one character has a hold over the other, both char-
acters have to use Constitution instead of Dexterity for
Hitting actions.
DAMAGE
A character must choose to cause either neural or
physical damage before declaring a CQC action without a
weapon. Choosing to do neural damage represents the
attacker trying to knock out his
enemy and physical damage represents the attacker trying
to deal lethal damage.
When a CQC action without a weapon is successful, the
attacker deals as many points of damage as his Constitution
of the type of damage chosen previously. If the attacker is
wielding a weapon he will cause the physical damage speci-
fied in the weapon description instead. Improvised weapons
will cause physical damage and/or give advantages to
attacks as determined by the GM.
If a CQC action achieves a decisive success it will cause
one extra point of damage and if it achieves a critical
success, double its usual damage.
HACKING
Almost always used with Link when using
software, or with Mind when figuring out
possibilities or implications.
Hacking allows characters to disable or gain control over
hackable devices and to stop other hackers from affecting
their own devices. All devices with Firewall are considered
hackable. Other devices, especially electronic and digital
devices, might be hackable if determined so by the GM.
In all Hacking actions the character attempting the action
is called the hacker and the device targeted by the action is
called the target. To perform a Hacking action the hacker
needs to be using a computer or rig and its target needs to
be in hacking range. A device is in hacking range if:
◊ It is physically connected to the rig or computer.
◊ It is being directly manipulated by the hacker.
◊ It is connected to the same network as the hacker.
◊ It is in LinkWave range from the hacker.
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Firewall
Most hackable devices are protected by some form of
software. The Firewall (FW) of a device confronts any
Hacking action against it, with an action value equal to its
FW value plus the value of cards played. A Firewall plays
as many cards as indicated on the device, on the FW icon, or
as many as the GM determines otherwise.
The Firewall of a device that belongs to a character plays
cards from the top of its owner’s deck.
Whenever a Firewall wins a confrontation, the rig of the
attacking hacker suffers one point of ACS damage per card
played by the Firewall. If the Firewall achieves a decisive
success, it will cause one more point of ACS damage, and
if it achieves a critical success it will cause double the base
damage.
LinkWave
A device with LinkWave increases the hacking range of its
user. The hacking range around a device with LinkWave is a
sphere with a radius equal to its LinkWave value, in metres.
Additionally, a device with LinkWave functions as a radar
within its hacking range. It detects all devices within that
range, but does not identify them. They are automatically
identified when targeted by a Hacking action.
Hacking Actions
All Hacking actions are automatically confronted by
the Firewall (FW) of their target in addition to any other
possible confrontations by characters. A character can
only confront Hacking actions if he is capable of Hacking.
DENIAL OF SERVICE (DOS)
A successful DoS action deactivates its target until the
end of the turn and forces it to fail the action it was per-
forming. A critical success allows the hacker to control the
device until the next maintenance phase.
SYSTEMS CORRUPTION
A successful Systems Corruption action causes its target
as much ACS damage as specified by the rig used in the
action. A decisive success causes one additional point of
ACS damage and a critical success causes double the base
damage.
SNIFFING
A successful Sniffing action will allow the hacker to read
all the data stored on his target, be it code, video, audio,
or any other type of information, including passwords
and access codes. Sniffing can also be used to extract
information from networks
as a powerful form of
online research. A critical
success in the action will
mean the hacker leaves no
traces after accessing the
information.
The attack is very fast and
accurate thanks to partial-AI
search engines and the infor-
mation can be accessed in
one turn. However, reading
and understanding it will
take longer. The amount of information a hacker finds
will greatly depend on the target he chooses to access. In
FAITH, information travels between star systems in huge
server ships. Therefore, available information depends
greatly on location, and information takes time to spread
throughout the galaxies. It is very important that the GM
considers what is best for the story when deciding how
much information to give.
The networks of mining planets are usually set up for
the purpose of allowing workers to communicate with
each other; there is very little information available to
them. However, the networks of large cities or business
districts contain a lot of information about the companies
that operate there, amongst many other interesting things.
Some networks contain all kinds of information: text,
pictures, videos, sensor feeds, software, etc. These
networks usually have millions of sources such as online
papers, websites, social networks, commercials, blogs,
archives, online services, forums, chat rooms, internet
caches, and more.
FORMATTING
Formatting a device gets rid of the effects of a hacking
attack upon it. Additionally, all the information stored in it
is lost. A Formatting action can be confronted by a hacker
that has taken control over the device if it remains within
his hacking range.
PILOTING
Most often used with Dexterity when piloting
vehicles that require physical input (such
as those with a steering wheel), or with Link
when using cortex connected or computer
driven vehicles.
Piloting allows characters to drive or fly all kinds of
vehicles, from motorbikes to space freighters. The GM can
grant disadvantages to characters using vehicles that are
especially difficult to operate, or advantages to characters
that are very familiar or well trained with specific vehicles
as she sees fit.
30. faithrulebookTheAttributesandSkills
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CUNNING
Most often used with Agility when hiding or
being quiet, or with Mind when used to lie or
find out a lie.
Cunning represents a character’s ability to hide, move
silently or don a disguise.
Cunning Actions
HIDING
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.)
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 charac-
ters cannot physically fail to perceive the character
who wants to perform a Hiding action, the GM can
declare the action invalid.
See Searching for how to find Hiding
characters.
DECEPTION
Cunning can be used when characters
attempt to lie convincingly, pretend to know
something they don’t, or when convincing
other characters of something. Players
are encouraged to use good roleplaying
to maximize their chances of deception,
and only use a Cunning action as a last
resort.
A successful Deception
action may improve an
NPC’s disposition towards a
character, or allow someone
to get a read on another
character’s true intentions.
However the effects of a
Deception action are ultimately
up to the GM.
Most often used with Mind
when analysing a situation, or
Dexterity when crafting things
or gathering supplies.
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 them-
selves 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 perceptive-
ness of the characters.
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:
◊ They are actively searching for a character
because they already knew he was there. They
may have been told by someone, they may have
seen him before he hid, perhaps he has drawn
their attention, etc. They must choose a specific
area to check, such as some bushes, a tree line,
or a dark alley.
◊ They want to ensure that there is no risk hidden in
a specific area. They must choose a specific area
to check.
◊ They suspect that someone is hiding. A charac-
ter with a higher Survival Skill than the hidden
character’s Cunning Skill will suspect someone is
hiding automatically and does not need to choose
a specific area.
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.
INITIATIVE
Most often used with Agility for full body
movement, or Dexterity for more precise
motions, such as with one’s hands.
Initiative represents a character’s reflexes and ability to
move quickly in decisive moments. It is used during initiative
rounds to determine the initiative order, and it is also the
Skill used when characters attempt to do something that
does not require specialized training, but instead requires
speed and fast reflexes.
SURVIVAL
31. faithrulebookTheAttributesandSkills
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DODGING
When attempting to dodge, characters can try to move
on their feet, drop down to the floor, or even dive jump.
Dodging can be used to avoid being shot, to move outside
the range of an explosion, to get out of a close combat
situation, or other similar things. When a character fails a
Dodging action and takes damage, his movement is halted
and he may choose to fall down to the floor.
ATHLETIC
Most often used with Agility when performing
short efforts, or Constitution performing
long actions.
The Athletic Skill is used by characters to run, swim, dive,
climb, lift weight, throw objects, or do any other athletic
activity.
Athletic Actions
MOVING
Characters are not required to dedicate an action to
move and they can do so while performing most actions.
The normal distance a character can move in one turn is
2.5 metres.
RUNNING
Characters can perform a running action to move up to 5
metres. Additionally, a decisive success will allow the char-
acter to move one additional metre and a critical success
will increase the maximum distance to 10 metres. If a
character performs several consecutive running actions,
he will be able to speed up and move faster. Characters can
perform a running action as a countermeasure to attacks,
explosions, or even hacking attacks if it gets them outside
the range of the attack.
A running action can never be stopped in a confrontation,
even if the character loses. However, it will be up to the GM
to determine if the movement is completed successfully,
or if the character falls down, trips, or experiences some
other negative effect.
All movement distances are merely guidelines and the
GM can and should modify them to fit the story as neces-
sary. Characters might move slower in mud or shallow
waters, or faster if the gravity is slightly lower than they
are used to and the path is clear.
THROWING
Characters can throw almost anything they can lift.
Throwing actions are resolved like Shooting actions.
However, it will be the task of the GM to determine whether
a character can or cannot throw a specific object, and the
particular effects of that Throwing action. Only pieces of
gear with the characteristic Throwable have specific rules
to be used. Throwing objects in 0-G or free fall situations is
performed using EVA instead of Athletic.
MEDICAL
Almost always used with Mind, as curing
is a complex task that requires a lot of
knowledge.
Medical represents the understanding of medicine
and science in general. It is used when restoring physical
or mental health, treating poison, or implementing Bio
Upgrades.
The rules of this section are meant to be used for Medical
actions performed on the field, often rushed or lacking
adequate sanitary conditions and equipment. Medical
actions performed in a hospital with proper equipment and
supplies will be greatly sped up as determined by the GM,
allowing the patient to recover completely in a matter
of hours or even minutes.
Medical Actions
In all Medical actions, the character targeted by the
action is called the patient and the character perform-
ing the action is called the doctor.
The wound confronts the action as an NPC with
an initial action value of 0 plus the value of cards
played from the top of the GM’s deck. A card is
played for every point of negative health of the
patient.
FIRST AID
First Aid can be used on patients who
are bleeding out to contain their wounds. It
does not require any specialized gear, but
the doctor will suffer a disadvantage if he
has no medical supplies at all.
A successful First Aid action stops a patient
from dying at the end of the scene due to
bleeding out. This effect is lost if the
patient suffers additional damage or
experiences severe disturbances
before receiving proper
medical attention. If the
patient is still bleeding out by the end of the next
scene, he will die, and further First Aid actions
will not have any effect over him.
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SURGERY
Surgery can be used on bleeding out
or traumatised characters to increase
their health back up to a normal health
state. Specialised medical equipment is
required for a doctor to perform such
delicate operations. The time required for the
action is determined either by the specific
equipment or one hour per damage counter
being removed.
A successful Surgery action removes
enough damage counters from the
patient to increase his health to 0. A
failed Surgery action increases the
number of damage counter on the
patient by one (two if it is a critical
failure). That is not considered
external damage and therefore does not automatically kill
the character.
If the patient is bleeding out, the doctor can forfeit any
number of limbs or Constitution points of the patient to
remove an equal number of damage counters from him.
These are removed during the Surgery action, but before
establishing the number of cards the wound plays against
it. Similarly, if the patient is traumatised, he can forfeit Mind
points towards the same purpose. Constitution and Mind
can never be reduced below 1.
The effects of losing limbs are set by the GM as she sees
fit. Usually losing a limb will cause disadvantages to some
actions, make it impossible to use some tools or weapons,
or increase the time needed to perform certain actions.
TECHNICAL
Most often used with Mind when diagnosing
or repairing something, or Dexterity when
performing a delicate task with small parts.
Technical Skills are used when repairing machines,
robots, vehicles and other technological devices; it repre-
sents 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 avail-
able, 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.
Technical Actions
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.
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 appropri-
ate 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.
EXTRAVEHICULAR ACTIVITY
(EVA)
Most often used with Agility to move, or
Constitution while in free fall or 0-G.
Extravehicular Activity (EVA) is the skill used to perform
physical actions in 0-G environments such as spaceships,
or situations where characters are in free fall like para-
chute jumping. It replaces Athletic in 0-G. EVA allows char-
acters to move the same distances Athletic does, but in 0-G
33. faithrulebookTheAttributesandSkills
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or free fall. EVA must also be used for Throwing actions
performed in 0-G or free fall. Objects thrown in 0-G do not
have weight restrictions, although their mass may affect
the speed of the thrown object. The GM should keep in mind
that the distances stated are mere guidelines and they
should be adjusted to fit each particular situation.
Characters in 0-G must keep in mind that everything
works very differently in the absence of gravity, and simple
things like shooting a weapon might become difficult and
push them back, spinning away from their position. They
will also need to actively stabilize themselves to avoid
floating around and they will be able to push themselves
up, down, or in any other direction.
PROFESSION
Most often used with Mind when declaring a
story detail, or any other Attribute if the task
relates closely to it.
Profession represents the ability of characters in an
area of knowledge or craft, and their position within the
industry, their contacts, and their prestige. Additionally,
it determines the amount of funds characters have at the
beginning of the campaign.
Profession 0: 500 credits; Profession 1: 2,000 credits;
Profession 2: 5,000 credits; Profession 3: 10,000 credits;
Profession 4: 20,000 credits; Profession 5: 35,000 credits.
Characters can choose anything they can think of as a
profession, as long as the GM approves. There is a desig-
nated area in the character board to write the profession
of the character. Characters can be anything from award-
winning filmmakers to pianists, astronauts, politicians, or
anything in between.
When choosing the profession of a character, it is im-
portant to avoid overlapping with other Skills, as it will
diminish its benefits. As an example, a character based on
the Hacking Skill should not choose his profession to be
“hacker”, but instead something like “IT manager”, which
will allow him to declare story details like claiming he has
a contact at a certain IT company, or “cryptanalyst” which
will allow him to claim that his communications
cannot be spied on and that he can easily
spy on others.
DECLARING STORY DETAILS
Players have the right to declare details in a scene for as
long as the details relate to their profession. For example,
a character can claim that the NPC he is talking to is an old
client of his if he is a businessman; he can claim to know
where to plant a bomb to bring down a spaceship by looking
at its blueprint if he is an engineer; he can claim that he
brought rope and cooking tools when he is lost in some
remote mountains if he is an explorer, etc.
To do this, characters must use their profession as the
key element of their argument. The GM can veto any claims
that seem out of scope or ask the player to revise them. If
the argument is valid, the GM can confront the player and if
she wins she must explain why the player failed to change
the story detail.
34. faithrulebookTheUpgrades
33
The Upgrades are the different enhancements that a
character can get during the game. They enhance a charac-
ter’s ability to perform certain tasks, or they can give char-
acters extra abilities altogether. Characters can prepare
their bodies to receive a new Upgrade by spending as many
experience points as specified in the Upgrade description.
However, the Upgrade itself must be acquired during the
game. Additionally, Tech Upgrades need to be installed by a
technician, Bio Upgrades need to be injected by a doctor, and
Divine Upgrades must be granted by a God.
The most respected clinics have wide catalogues of
Upgrades readily available for those who can afford body
modification. However, there are many other places all
around the Universe where shady doctors and self-taught
technicians install Upgrades of their own making. Some
characters are able to build their own Upgrades to improve
their capabilities and many skilled technicians and doctors
will create the most impressive modifications given enough
time and materials.
The number of Upgrades of each type that a character
can have is limited by his Attributes. When a character gets
a new Upgrade, he can replace one of his previous Upgrades
of the same type or occupy a new Upgrade slot assuming
he has not reached the maximum number of Upgrades of
that type.
BIO UPGRADES
The Bio Upgrades are mutations and organic body modi-
fications that can be integrated into the organism of the
character. A character can have as many Bio Upgrades as
his Constitution. Injecting a Bio Upgrade is a Medical action.
BEAUTY GENE
3 points. Ravager cannot choose this upgrade. The
character has been born with a remarkable charisma and
beauty for his species’ standards. Additionally, he is made
to enjoy and give physical pleasure: his erogenous zones
are enhanced, he excretes powerful pheromones that stim-
ulate those around him, and his metabolism is extremely
clean - perspiration, defecation and urination are minimal
and odourless. This Upgrade costs 1 experience point less if
chosen during character creation.
The character gains an advantage for Cunning actions
related to social interactions performed in person or, if
the GM approves it, through video. He gains an additional
advantage when dealing with people who could be sexually
attracted to the gender and species of the character; but
he suffers a disadvantage against those who, for personal
or moral reasons, might despise people like him (e.g. pro-
nature followers).
BIOPOLYMER
2 points. Ravager only. The character has a base armour
of 1, and any additional armour is added to it.
CHAMELEONIC BRAIN
3 points. Action. The character can change his affinity to
an affinity of his choice by discarding a court card.
DNA REGENERATION
4 points. The character’s life expectancy is three times
the life expectancy of his species, aging four to five times
slower. Additionally, the character is less subject to muta-
tions and gene related illnesses. This Upgrade costs 2
experience points less if chosen during character creation.
ECHOLOCATION
2 points. The character can emit ultrasounds to get an
accurate picture of his environment from the return echoes.
His ears are highly sensitive to ultrasounds. Additionally, he
always gains an advantage for Searching actions and he
never suffers any disadvantages for being in the dark.
EIDETIC MEMORY
2 points. The character remembers everything to
whatever he paid attention. He might ask the GM for re-
minders of any information given to him.
Additionally, damage does not reduce his Skills during
actions using Mind or Link.
ENDOCRINE CONTROL
3 points. The character draws a card every time he
receives any amount of physical damage from an external
source.
Additionally, the character ignores half his physical
damage counters rounded down when calculating the value
of his Skills.
THE UPGRADES