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Introduction faith rulebook

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INTRODUCTION2 Mind15
Faith15
A Roleplaying Game 2
The Game Master 3 SKILLS15
The Cards 3
Ballistic15
Actions4
Close Quarters Combat 16
THE GAMEPLAY 4 Hacking16
Initiative17
SESSIONS4 Survival18
Cunning18
SCENES4 Piloting18
Athletic19
Unconfronted Actions  5
Extravehicular Activity (EVA) 19
Actions during an Initiative Round 5
Medical19
INITIATIVE ROUNDS 5 Technical20
Steps of an Initiative Round 6 Profession21
The Maintenance Phase 6
Introduction

THE GEAR 21
CONFRONTATIONS6 Common Characteristics 21
Steps of a Confrontation 7 Energy and ACS Damage 21
Action Value 8 Ranged Weapons 21
1 Level of Success 9 Close Combat Weapons 23
Drawing Cards 10 Suits23
Robots24
faith rulebook

ADVANCED RULES 10 Other Items 24


Collaborative Actions 10 GAME MASTER’S GUIDE 25
Passive Actions 11
Additional Effects 11 Non-player characters (NPCs) 25
Time-sensitive events (TSEs) 26
THE CHARACTERS 13 Advice for the GM 27
Gaining Experience 13 THE GODS 29
HEALTH & DAMAGE 13 Commandments, Rewards & Punishments 29
Physical Damage 13 Cults 30
Neural Damage 13 Godly favours 30
ACS Damage 14 Avatars of God 30
Armour14 Ergon31
Health States 14 Kaliva32
Vexal33
ATTRIBUTES14 Hexia34
Agility15 Ledger35
Constitution15 QUICK CHARACTER CREATION GUIDE 37
Dexterity15
Link15 PRINTABLE CHARACTER SHEET 38

INDEX
1
faith rulebook Introduction

a journe y begins .
INTRODUCTION
FAITH: the Sci-Fi RPG is a storytelling game set in an tors attempt to convert their enemies’ populations to their
alternate future several hundred years from now. Its own religions; and agitators stir the native species of the
universe is a dark and unforgiving place where technology planets under their enemies’ domain into rebellion.
and biological experimentation live side by side with the
Gods. These Gods are moral beings in continuous conflict However tense, the Corvo and the Iz’kal managed to
with each other, but they can only affect reality through maintain a fragile peace, but now a war has sprung in the
their believers, bestowing supernatural powers upon them. known Universe. The deadly species of genetically-engi-
They are demanding and fickle, and will try to lure their neered mutants known as the Ravager have arrived, and
followers into heroic albeit sometimes suicidal missions in they are consuming entire worlds in their quest to absorb
exchange for power. DNA for the genetic databanks of their queens. In recent
years, they have quickly become a threat to all other known
In this Universe, human civilisations collapsed back to life forms, forcing the Corvo and Iz’kal to reluctantly join
tribalism, to the delight of the Ledger, the god of chaos. forces against them. The ensuing military Coalition has
Earth was once again ruled by warlords, prophets, and spent the last two decades fending off the Ravager raids,
madmen, and the stars became unreachable once again, trying to learn as much as possible about them, and stop
until the Corvo arrived from the skies. The alien invaders it as best they can. In a Garden in Hell, you can become an
saw potential in the humans and fed their internal wars, instrumental piece to the survival of the civilised species.
offering them weapons in exchange for workers and
soldiers. The most ambitious warlords did not hesitate and
A ROLEPLAYING GAME

Introduction
forced their people into long and exploitative contracts
in exchange for weaponry. As part of the contract, those
brave men and women were sterilised, for they were to be
used in black-ops against the Corvo’s enemies: the Iz’kal A roleplaying game (RPG), in its simplest form, is a col-
State - and the Corvo did not want the Iz’kal to be able to laborative storytelling experience with players getting into
breed their own human army. the role of characters living adventures in the universe 2
created or narrated by the Game Master (GM). When playing
The Corvo are a humanoid insect-like species adapted to FAITH, each player controls a player character (PC) except

faith rulebook
life in space, and most of their population lives in an ever for the GM, who narrates the story and plays the part of all
expanding Dyson ring without ever experiencing gravity. other characters. If you cannot decide who among you will
Adherents of the free market economy as the proud fol- be the GM, we recommend that you let the person with the
lowers of the god Kaliva they are, their society is ruled by most storytelling or roleplaying experience take the job.
the capricious desires of the economic ebbs and flows and
the long term interests of the megacorporations. FAITH’s gameplay can be divided into two main parts: the
narrative, and the mechanical. The narrative part of the
The Iz’kal, descendants of ancient aquatic mammals, are game comprises the players performing the roles of their
capable of engaging in hyperlink, a neural connection re- PCs, and the GM describing the world around them, as well
sembling a hive mind. They embrace efficiency and equality as their interactions with non-player characters (NPCs).
through the State’s absolute control, as preferred by their The mechanical part of the game is a system of rules used
god Ergon. Once enslaved by the now extinct Korian, the to discover the outcomes of the players’ actions. To do
Iz’kal are former brothers-in-chains to the Raag, violent so, in FAITH you will use the values and suits of the cards
but honourable clansfolk who use huge citadel spaceships from a poker deck. It serves as a tool to keep the gameplay
to raid and search for the supplies they can not produce in realistic and coherent within the universe described in the
their icy homeworld. narrative part.

The Corvo and the Iz’kal coexist in a state of cold war. A game of FAITH does not have a set duration, as you
Direct confrontation would be too risky, so instead they can play a continued story or campaign lasting months or
try to collapse their opponents’ economic system through even years. Together, you will create and live memorable
fierce commerce, and fight black op wars in far away planets adventures and stories. Even when a character finds their
for resources. They compete to found the most colonies demise, the group might be joined by a new character
in the exits of the Labyrinth, the vast web of wormholes played by the same player - and the departed character’s
that interconnects the known universe together, and try to story will live on through your future feats.
discover each other’s main supply and commerce routes.
A Garden in Hell provides you with the tools to play
Impossible duels between hackers take place on a daily a campaign designed to last several gaming days, and
basis, fuelled by the information provided by intelligence introduce you to the art of telling and living stories in the
and counterintelligence agents; missionaries and inquisi- universe of FAITH.
THE GAME MASTER When they begin the first scene, shuffle the deck and
have everyone, including the GM, draw seven cards.
NOTE: In this rulebook, we will always refer to the GM in
feminine form and to the rest of the players in masculine Players can only play or discard cards from their hands,
form with the purpose of ensuring the rules are as clear as unless specifically stated otherwise. Therefore, whenever
possible. In the examples, the GM will still be referred to in a rule asks for a player to play or discard a card, he will
feminine form but the named characters will be addressed have to choose one from his hand of cards and play it or
by their respective gender. discard it. It is always up to the player which of the cards in
his hand he plays or discards.
The GM is a storyteller; she is the person in charge of eve-
rything other than the player characters themselves. She Players cannot look into the deck or the discard pile,
creates a story for them to play or follows a story created nor shuffle or mix previously used cards into the deck.
for the setting, and more importantly, she is in charge of Whenever a card is played it is placed in the discard pile,
creating the drama surrounding the events that will lead usually set up next to the deck, face up. When the last card
the story onwards. of the deck is drawn, the discard pile must be shuffled to
set up a new deck.
The GM controls all the non-player characters, sets their
personalities and interests, decides their actions, and says Players must always follow the rules to play, discard,
what they say. She describes the scenarios visited by the and draw cards during confrontations. A player may
players, she defines how they can interact with them, etc. It discard a card only when stated by a rule, and discarding
is also her task to determine how the actions of the players a card will never trigger effects related to playing cards,
impact the story, and she is the arbiter of all rules. such as Proficiency or Playing with Ambience.
Introduction

If the group cannot find a solution for a problem, the GM OPTIONAL RULE: Instead of using only one deck, you
always has the final word, even if that contradicts anything can play with one deck per player, including the GM. At the
found in this or any other rulebook. She must use this re- beginning of the game, every player must give their joker
sponsibility for the better of the story, preventing players cards to the GM, who will shuffle them into her deck. This
from getting caught up discussing rules. Remember that will allow for everyone to have the exact same odds during
3 above all, this game is about creating an interesting story the course of the game, as they will have to play through
that everyone can enjoy, and about having fun together. their whole deck before reshuffling their discard pile. Addi-
tionally, it can be a good opportunity for players to use their
faith rulebook

Time-Sensitive Events (TSEs) own beloved decks of cards, or a good excuse to justify
having more FAITH decks.
Time-sensitive events (TSEs) are time sensitive problems
that pose an obstacle to the characters. There is a wide
range of events, items, devices, and other things that CARD SUITS
can originate a TSE, such as the Firewall of a device, an
avalanche in a mountain, or a high security lock. It is the There are four suits in the deck: Urban, Wilderness,
job of the GM to determine when such obstacles should be Space, and Operating System (OS), which relate to the
considered TSEs for the purpose of confrontations, and to types of environments where the characters might be.
establish their difficulty. The use of the suits is described in Playing with Ambience.
Regular poker cards can be used instead by following this
correlation between the suits: Urban is Hearts, Wilderness
THE CARDS is Clubs, Space is Spades, and OS is Diamonds. The value of
the ace is 1, jack is 11, queen is 12, and king is 13.

FAITH is played with a deck of poker cards with custom Urban includes the environments where the landscape
suits. These cards are used to change the odds during con- has been heavily modified by a rational species. Wilder-
frontations, allowing characters to perform heroic deeds ness includes the environments where the landscape is of
or causing them to fail miserably. natural origin. Space includes the environments in free fall
or 0-G. Lastly, OS includes virtual spaces inside computers
and networks, regardless of their actual physical location.

WILDERNESS SUIT URBAN SUIT SPACE SUIT OS SUIT


In a poker deck use Clubs. In a poker deck use Hearts. In a poker deck use Spades. In a poker deck use Diamonds.
If it is hard to determine the type of environment where
the character is, such as a ruined city overgrown by a
jungle, it will be the GM who makes the call. 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.

ACTIONS
Everything a character does is an action (alternatively
called a counteraction when performed to prevent or avoid
an action during a confrontation). Actions are the things a
character can do, from shooting a weapon to playing the
piano. All actions are performed using a Skill that repre-
sents the character’s knowledge in that area, and an Attrib-
ute that represents his related capacity. See Attributes and
Skills for more details on the specific uses of each of them.

In FAITH, realistic actions are successful by default.


However, actions may fail if the GM thinks it is interesting

The Gameplay
for the story, or if someone being affected by the action
and aware of it does not want it to happen. These situations
trigger confrontations, the main mechanic of the game,
which is resolved by playing cards.

4
THE GAMEPLAY

faith rulebook
In FAITH there are several key concepts about time and they determine when the players and the GM replenish their
gameplay structure. These are session, scene, initiative hands of cards.
round, and confrontation.
At the beginning of each scene, everybody draws cards
from the deck until they have seven cards in their hand. The
SESSIONS hand of cards of a player represents their PC’s stamina, so
PCs with a full hand are fresh and eager, while PCs with very
few or no cards in their hands are exhausted and probably
Sessions are the allocated time frame for playing the demoralised. Therefore, when the characters take a break
game during a day in real life. E.g. that Sunday afternoon long enough to restore their energy, it usually means they
when you all have agreed to meet and play. Within a session have reached the end of the scene.
you will usually play one or more scenes (although it is
possible to finish a session in the middle of a scene and NOTE: There is no set duration or type of event that un-
resume playing it in your next session). equivocally determines the end of a scene, and it is up to the
GM to determine when a scene ends.

SCENES E.g. The players’ characters plan to enter a safe-


house to extract some intel. They wait for nightfall,
turn off the security systems, silently enter the
A scene is a sequence of events during which the GM building, and finally find their way to the vault.
narrates what the characters find and what happens to They encounter two guards, and after fighting
them, and the characters are constantly performing actions them, they extract the hard drive and escape the
accordingly, with little to no rest periods in between, and safehouse. This can be played out as a single scene,
usually within the same location. or be broken down by the GM into several scenes,
for example entering the house and overriding the
Scenes are the main building blocks of the story, like the security systems, then fighting the guards in the
scenes of a film. They are an important concept, because next scene, and lastly escaping to safety during a
final scene).
TIP: Making scenes longer (challenging) or shorter (easy) To keep the game realistic and organic, characters are
is a good way for the GM to adjust the difficulty of the game. allowed to move up to 2.5 metres while performing an
action, making actions slightly more complex.
During a scene, the players will be constantly performing
actions. If an action does not trigger an Initiative Round nor E.g. I move behind cover and then I shoot the
is confronted, it is considered an unconfronted action. guard. I jump into the car and I get it started.

UNCONFRONTED ACTIONS INITIATIVE ROUNDS


Any unconfronted action attempted by a character is
automatically successful with the level of success of the An Initiative Round represents a few seconds during
player’s choice for as long as it is a realistic action. If the which characters rapidly perform actions. They are the
action is absurd, the GM must prohibit said action. E.g. game mechanic that establishes the order of play of all the
Reading an unknown language or dead-lifting a 200-ton characters trying to outperform each other.
spaceship. The player playing the character may appeal,
but he must be reminded that off-limit actions can break E.g. The team enters the vault, feeling relaxed
the gameplay. The GM’s judgment and dissuasive power after their hacker turned off the security systems
must lead the gameplay forward. of the house. However, they were not expecting
such an old school security measure as having two
When performing unconfronted actions, the mood guards living inside the vault at all times. When
around the table should be relaxed and conversational. The they open the vault’s door, the guards are playing a
GM must ensure that all players enjoy a similar amount of game, but they are professionals and quickly reach
The Gameplay

time in the spotlight, and allow everyone to describe what for their guns. Now it all comes down to who will
their characters do during that period of time. shoot first and whether or not they will be accurate.
Begin an Initiative Round to see who acts first, and
If there is some kind of conflict within the game, such a resolve the ensuing Confrontations to determine
fight, an argument, a high speed chase, or any other type who succeeds and who fails.
5 of fast paced or competitive situation when some charac-
ters try to outperform others, it is the time for an Initiative Initiative Rounds can be triggered when a character
Round or a Confrontation against the GM or a Time sensitive performs an action (which is usually spoken out loud as
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event (TSE). any other unconfronted action). In that case, resolve the
Initiative Round in initiative order. When the it is the turn
of the character that triggered the Initiative Round, he can
ACTIONS DURING perform the action that triggered the Initiative Round, or
attempt a different action if the situation has changed.
AN INITIATIVE ROUND
E.g. As soon as the GM mentions the guards, Jack,
During Initiative Rounds, actions should only need one playing a human mercenary, yells that he throws
verb to be described. If the word “and” is included, the char- a grenade in the room, thus triggering an Initiative
acter is probably trying to perform two or more actions Round. During the Initiative Round, several char-
linked to each other and he will probably need several turns acters play their turn before Jack’s turn. By then,
to be able to do that. Here is a basic template to describe Keela’s warrior character is already inside the room
actions: smashing a guard - Jack decides that throwing a
grenade is too risky for his friend now, and instead
“I [verb] [preposition if needed] [target]” performs a shooting action with his neural rifle
against the other guard.
E.g. I shoot the guard. I move behind cover. I
dodge towards the door. I hack Ed’s thermal visor. During an Initiative Round, characters take turns per-
I reload my weapon. I.e. Sometimes it will be hard forming one action each. After every character has taken
to distinguish between a single action and a chain their turn or confronted another character, perform the
of actions very well linked. It is not the purpose of Maintenance Phase, and end the Initiative Round. If conflict
this rulebook to provide a list of specific actions, as is still ongoing, begin a new Initiative Round.
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 guide-
lines to describe their actions.
STEPS OF THE MAINTENANCE PHASE
AN INITIATIVE ROUND During the maintenance phase, every character who has
not suffered Neural damage during this Initiative Round
1. All players play one card face down in front of them, recovers one point of Neural health. Then, resolve all other
either from their hand or the top of the deck. effects related to the Maintenance Phase.

2. If there are any number of NPCs involved, the GM If there are no initiative rounds taking place (because the
plays one card face down in front of her, either from characters are not taking part in a time sensitive conflict) a
her hand or from the top of the deck. This is the maintenance phase will still occur if some effect requires
Initiative card for all the NPCs during that Initiative it and if one or more characters have any Neural damage.
Round. A Maintenance phase can be performed as often as the GM
determines, keeping in mind that an initiative round usually
3. Everyone turns their cards face up and adds their takes place every few seconds.
character’s Initiative Skill to the value of the card
they played to determine their Initiative Score. All NOTE: Normally, neural damage is recovered quickly
NPCs add the value of the card played by the GM to enough that outside an Initiative Round it can be ignored (i.e.,
their Initiative Skill to determine their Initiative Score. not tracked) unless it is enough to Traumatise the charac-
All Initiative cards are then discarded. No drawing ter, or it cannot be removed due to a special effect, or it is
card mechanics are triggered by these cards. dealt right before beginning an Initiative Round.

4. The order of the turns in which the characters


perform their actions is in the order of their Initia- CONFRONTATIONS

The Gameplay
tive Score from highest to lowest. In case of a tie,
player characters will always go first, followed by
the NPCs in the order of the GM’s choosing. In case A Confrontation takes place when a character perform-
of a tie between player characters, they must come ing his action is challenged and has a chance of failing and/
to an agreement or tell their actions in secret to the or being affected by counteractions.
GM, who will determine who goes first. 6
Normally an action can only target one character, to
NOTE: The GM does not have her own turn, because she represent a realistic scenario within the short amount of

faith rulebook
never performs actions, she can only confront the PCs. time that actions usually represent. However, there are
actions that may target or affect several characters, such
5. The character taking his turn can choose either (1) as throwing a grenade or driving a vehicle through a busy
to perform his action and end his turn or (2) wait, street. In those cases, all the affected characters might be
allowing the next character to take his turn before able to perform their respective counteractions.
his. He can wait several times, letting any number
of characters go first. Other characters may choose NOTE: The character performing the action that triggers
to wait as well; and If all characters choose to wait, a confrontation is called the triggering character and his
time passes, but they keep their turn order until they action is called the triggering action with the purpose of
decide to act. distinguishing it from the other actions in the following
explanation.
6. When a character playing his turn chooses to
perform an action, he declares his action. This may Confrontations can happen if:
trigger a confrontation, which must be resolved
before resuming the Initiative Round. 1. During an Initiative Round, the triggering action
targets or affects other characters who are aware
NOTE: If the action does not trigger a confrontation, it is of the action, and any number of them choose to
considered an unconfronted action. perform a counteraction. I.e. If a character throws
a grenade in a room, he may not be specifically tar-
7. The next character in the initiative order takes his getting anyone in the room, but the explosion will
turn. Repeat this step until there are no more char- indeed directly affect them.
acters remaining to take their turn.
A counteraction can be any action that could make the
8. The maintenance phase takes place. If there is still triggering action fail, or allow the character to avoid its
conflict, begin a new Initiative Round. effects.
E.g. Make the triggering action fail: A character NOTE: Counteractions may not target or affect charac-
can shoot back at someone shooting or attacking ters other than the triggering character.
him; he can affect their senses, capacities, or equip-
ment; he can throw dust into someone’s eyes when NOTE: The GM cannot confront counteractions.
they are trying to grapple him; he can hack their GPS
when they are chasing him; etc. 4. Check who receives advantages and/or disadvan-
tages and why. Players may describe their plans,
E.g. Avoiding the effects of the triggering action: and any reasons why they think they deserve advan-
He can dive behind cover; he can jump outside the tages or their opponents deserve disadvantages.
room where the grenade is; he can switch off his rig Then, the GM decides what applies and what doesn’t.
before it is hacked; etc.
5. Inferiority is assigned to the character(s) with the
Characters can confront any number of triggering least advantages in the confrontation, if there are
actions during each Initiative Round. However, performing any.
one or more counteractions forfeits their turn, should they
have not yet taken it. 6. The character with the lowest action value can
either play a card or pass. Once a character has
2. The GM determines the character must face a Time passed, he cannot play anymore cards during this
Sensitive Event (TSE) to succeed in his task. confrontation, even if he has not reached his limit.
Once a character reaches the limit of cards he can
E.g. The character is trying to hack a device with play during this confrontation he must pass.
a Firewall, pry open a security lock under pressure,
run away from a crashing spaceship, jump away NOTE: If there is more than one character with the
The Gameplay

from a gas leak explosion, etc. lowest action value, all the characters tied for the lowest
action value play their cards face down and reveal them
3. At any time, the GM decides to confront the trigger- simultaneously.
ing action by playing cards from her hand. During
a confrontation, the GM represents bad luck or an 7. The previous step is repeated until all characters
7 accident, and as such, she does not choose a coun- have passed.
teraction but instead a reason for the failure.
8. The triggering action is successful against the coun-
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E.g. Your gun jams; your rig is out of power; you teractions with a lower action value than its own,
were climbing without proper gear and you slip on unless any counteraction that can make the trig-
a loose rock; you were not quick enough with the gering action fail (as opposed to simply avoiding its
controls and your ship hits the asteroid; you were effects) achieves a higher action value, in which case
not paying attention and you dropped the orb; etc. the triggering action fails completely. In any case,
the counteractions with a higher action value than
the triggering action are successful.
STEPS OF A CONFRONTATION
E.g. Mark throws a grenade inside a room with
To resolve a confrontation, players must always follow an Ironskin and a Harvester inside, and they try to
the same steps: dodge the explosion. In the ensuing confrontation,
the Ironskin achieves the highest action value,
1. The triggering character declares his triggering followed by Mark, and the Harvester has the lowest
action, explaining which related Skill and Attribute action value. The Ironskin manages to get away
he will be using, and he declares its target or targets, from the blast radius, but his Dodging action cannot
if there are any, as well as up to one activated effect. make Mark’s action fail, and consequently the Har-
vester is blown to pieces. Had the Ironskin chosen
2. The GM declares the nature and number of cards to to kick the grenade away, Mark’s action would have
be played by the TSE if there is one; or whether she failed, and the Harvester would have survived.
wants to confront the triggering action, as well as
the reason for failure if she wins the confrontation NOTE: If the GM achieves a higher action value than the
(see a small sample of failure reasons above). triggering action, the reason for failure chosen in step 2
becomes true and the success or failure of all other coun-
3. Any affected characters who are aware of the trig- teractions is determined as usual.
gering action and wish to confront it declare valid
counteractions, and explain which Skill and Attrib- 9. The GM checks the levels of success of the actions
ute they will be using. They may each declare up to and narrates the failures of all other actions.
one activated effect.
TIP: In order to keep gameplay streamlined, it is im- I.e. A character with a Dexterity of 3 performs
portant that each participant of a confrontation says the a Shooting action during his turn and uses 2 cards
current value of their action out loud each time they play a for that confrontation. Later on, during the same
new card. This way, nobody is forced to calculate the value Initiative Round, he is shot at by someone else. If he
of the action of their opponent every time he plays a card. were to choose to shoot back as a counteraction,
he would be limited to playing up to 1 card for that
confrontation.
ACTION VALUE
NOTE: Characters can only perform one action each
The action value is a numerical value that determines the per Initiative Round, but they can perform any number of
result of a character who is taking part in a confrontation. counteractions.
There are several things that can modify the value of an
action and its final value will affect the outcome of the INFERIORITY (ADVANTAGES AND
confrontation and determine its winner. DISADVANTAGES)
Skills Advantages (sometimes represented by a “+” symbol)
represent having a form of upper hand over an opponent,
Every time a character performs an action he is using one while disadvantages (sometimes represented by a “-”
Skill to do so. The Skill value is the initial action value of that symbol) represent difficulties or hindrances a character
character during a confrontation. Additionally, if the Skill can have when trying to perform an action. Each of a char-
value of a character is 0, he will suffer one disadvantage. acter’s disadvantages cancels one of his advantages; if the
character has any disadvantages remaining after cancella-
When the GM confronts an action herself, she is consid- tion, each remaining disadvantage gives one advantage to

The Gameplay
ered to have a Skill value of 0. The GM does not suffer one the character confronting him.
disadvantage for this.
During a confrontation, if there are any characters who
DAMAGE PENALTIES have less advantages than their confronting character/s
they will be in Inferiority. The GM can also be affected by
Skill values are reduced by one for each damage point advantages or disadvantages and be in Inferiority or put 8
(both physical and neural) the character has suffered, to a others in Inferiority against her.
minimum of 0.

faith rulebook
Characters in Inferiority see the maximum number of
Attributes (Playing Cards) cards they can play during this confrontation reduced by
one, to a minimum of 0.
Every time a character performs an action, he is using
one Attribute to do so. During a confrontation, the Attribute
value determines:

For a PC and for the GM, how many cards he or she can
play from his hand to add their values to their initial action
value set by their Skill.

For an NPC or TSE, how many cards they can play from
either the top of the deck or selectively from the GM’s hand
(which does not trigger any drawing card mechanics for
her) to add their values to their initial action value. If an NPC
or TSE can play several cards, they can play them using any
combination of the two options.

When the GM confronts an action herself, she is con-


sidered to have an Attribute value equal to the Attribute
value of the character she is confronting.

If a character uses the same Attribute


several times during the same
Initiative Round, he can still
only play as many cards for
all of those actions as the
Attribute value.
Both advantages and disadvantages can be gained Decisive Success
through equipment, Upgrades that grant them, or through
roleplaying the situation. When an action has a value 5 to 9 points higher than its
confronting action, it achieves a decisive success and it may
When the GM confronts an action herself, she is consid- have improved effects as described in the relevant Skill
ered to always have 2 advantages. or piece of equipment. Those actions that do not have an
effect described for a decisive success will not be improved
E.g. A character can be considered in an advanta- unless the GM finds a fitting effect for them.
geous situation when he is behind cover, when his
enemy is restrained, when he enters a room undis- NOTE: Damage dealing actions deal +1 damage when they
covered and catches other characters with their achieve a Decisive Success.
guards down, when he is in a higher position than
his enemy, etc. Critical Success
A character can gain advantages from several sources at When an action has a value 10 or more points higher than
the same time or even several advantages from the same its confronting action, it achieves a critical success. Its
source if the benefit it provides is very strong. There are so effects are improved as described in the relevant Skill or
many possibilities that it is the job of the GM to determine piece of equipment, or as the GM sees fit if they are not de-
how and when to grant advantages or disadvantages to scribed anywhere. The effects of a critical success should
characters. be twice as good as the effects of a regular success.

TIP: When performing an action, do not simply state what E.g. Erica and John shoot at each other. After
it is that you intend to do, explain how you do it and why in playing all their cards, taking into consideration all
The Gameplay

order to gain advantages through roleplaying. Look for the the action value modifiers, the final action values
best way to perform that action, taking into considera- are 31 for Erica and 19 for John. Erica outperforms
tion your surroundings and be creative and fun - make John by 12 points, so she achieves a critical success.
it easy for the GM to give you that valuable advantage! She does twice the damage of her weapon to John.
This represents a headshot or a shot to some other
9 THE JOKERS vital area.

During a confrontation, the GM can play a joker card NOTE: Damage dealing actions deal twice their regular
faith rulebook

from her hand, or an NPC or TSE may play it from damage when they achieve a Critical Success or are
the top of the deck by chance. A joker card played somehow else exceptionally effective if the character’s
during a confrontation turns the last card played intention is not of actually killing. E.g. trying to knock
by the character being confronted by the GM, NPC, out someone, doing a precise flesh wound so they won’t
or TSE into a card of value 0. If he had not played escape, etc.
a card yet, it will affect the next card he plays.
Failure
A joker card still counts towards the
maximum number of cards the GM, NPC, or Whenever a character fails an action, it is up to the GM
TSE can play, and the card nullified by the to tell why and how. If she confronted the action, she must
joker still counts towards the maximum have already declared the reason of the failure in advance.
number of cards the character can play. If the action was confronted by an NPC or TSE, their respec-
tive confronting actions are the cause, in which case the
GM usually simply narrates the success of the confronting
LEVEL OF SUCCESS action.

Depending on the difference of a final action E.g. Sam shoots at a hacker, who confronts her
value with its confronting final action value, by hacking her plasma rifle. The hacker wins the
the level of success will be different. confrontation, so Sam fails and her rifle no longer
works. The GM can either simply say: “the hacker
Regular success wins the confrontation and your rifle is now hacked”,
or she can elaborate on it: “When you press the
When an action has a trigger, instead of hearing the satisfying buzz sound
value 1 to 4 points higher than its confronting of your gun and smelling your opponent’s charred
action, it has the regular effect of the action meat, you get nothing. You might as well point a
as determined by the gear used or by the GM, stick at him. I hope you brought your sidearm.”
if there are not specific rules for it.
However, when the GM confronts a character herself rep- Beginning of a Scene
resenting bad luck and defeats him with a critical success,
she can get creative - which is highly recommended in these At the beginning of each scene, all players and the GM
instances. will keep their current hand of cards and draw back up to a
total hand of seven cards.
E.g. If it is a Shooting action, the weapon is
jammed and the shooter cannot use it anymore Running out of cards
until it is fixed, or the shooter hits a friendly char-
acter that was in close proximity to his target. If If at any time a player or the GM does not have any cards
it is a Repairing action, the mechanic could have in their hand, they must draw a card. If that card is drawn
damaged the device even more and further Repair- during a confrontation, it cannot be played until that con-
ing actions could be more difficult or impossible. If frontation has been resolved.
it is a Hacking action, the hacker’s rig might break
down or be infected by a virus. The Jokers
If at any point anybody other than the GM draws a joker
DRAWING CARDS card from the deck, they must give it to the GM and draw
another card.
Player characters can draw cards in several instances,
especially during confrontations. When a character plays
a card, he may be subject to drawing new cards from the ADVANCED RULES
deck to his hand. There are two instances when this can
happen and if both of them occur simultaneously only the

The Gameplay
most beneficial takes place. Find below rules that complement the game and allow
you to use the rules of FAITH to resolve virtually any situa-
During confrontations with the GM, she can also draw tion that may arise.
cards as if she had the Skill value and the Affinity of the
character she is confronting.
COLLABORATIVE ACTIONS 10
E.g. John has Affinity to Wilderness and an
Athletic Skill of 5. When the GM confronts John A collaborative action is a single action that is performed

faith rulebook
during a climbing action, if she plays any card with by more than one character. During a collaborative action,
a value of 5 or lower, she will trigger Proficiency. all participating players play as a single character who
Additionally if she plays a Wilderness card, she will has an Attribute value equal to the highest relevant At-
trigger Playing with Ambience, as well as benefit tribute amongst participating players, and who has a Skill
from John’s Affinity. 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
Playing with Ambience and Affinity advantage for each character participating in the action
after the first.
If a player character plays a card, and the suit matches
the environment in which he is performing the action, he can E.g. Two characters or more holding closed a
immediately draw a card from the deck to his hand. This door while a huge creature tries to open it to get
represents the player character acting effectively in his to them; two characters operating a double-pilot
environment, resulting in less exhaustion. spaceship through the debris of a space battle;
several characters lifting a hurt companion to get
Additionally, each player character has Affinity to a suit. him to safety, etc.
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 Remember that a collaborative action must always be
keeps one of them in his hand. The other card must be either a single action. A character opening a door with a kick so
put back on top of the deck, or discarded. his friend can throw a grenade in is not a single action and
therefore it cannot be considered a collaborative action, but
Proficiency two normal actions that need to be well chained together
to succeed. Bear in mind that the most immediate goal of
Whenever a player character plays a card with a value the action is the easiest way to tell if it can be considered
equal to or less than the Skill he is using during a confron- collaborative. In the previous example, the first character’s
tation, he immediately draws a card. This represents that goal was allowing his friend to perform his action. They do
the character is very capable in this area and the low effort not share the same immediate goal and thus they can not
corresponding to playing a low card does not tire him out. perform a collaborative action.
E.g. Rick and Morty are traversing an asteroid ADDITIONAL EFFECTS
field in their spaceship, Rick is piloting and Morty is
manning the plasma turret. Their ship is very easy Sometimes, characters use pieces of equipment or
to manoeuvre, so they gain one advantage. The GM Upgrades that can complement their actions or change
claims they are about to be hit by an asteroid and their outcomes. These pieces of equipment or Upgrades
they decide to confront it collaboratively as it will have effects that can affect actions in different ways and,
affect both of them. While Rick will swerve the ship depending on their type, they are resolved differently.
to the left, Morty will shoot at the left side of the
asteroid to divert its path, increasing the chances of Action
avoiding the impact. They are both trying to avoid
being hit by the asteroid so the GM agrees that it Some pieces of equipment and Upgrades have the
is a collaborative action. Rick uses his Link 2 (he is keyword action. They require the character to dedicate an
cortex connected to the ship) and Piloting 2. Morty action to use them without doing anything else at the same
uses his Dexterity 3 and Ballistic 5. For this action, time. The Skill that should be used varies for each specific
they can collaboratively play 3 cards with an initial piece of equipment or Upgrade.
action value of 2 and they have 2 advantages (one
from the ship and another one from the collabora- Activated
tive action). The GM can play 3 cards with an initial
value of 0 and has 2 advantages. Every time Rick Activated effects can only be used simultaneously with
and Morty can play a card, either one of them can an action performed by the character that owns them,
play it. 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 uses, the character can
The Gameplay

PASSIVE ACTIONS decide to activate any number of them at the same time.

Passive actions are those that either do not require effort Instant
from characters or are related to what characters can
perceive and therefore do not require that they declare it. Effects with the keyword instant can be used at any time,
11 Hiding and searching are passive actions and it is up to the even during another character’s turn. Only one instant
GM to determine when other actions may also be consid- effect can be used during each action by each character.
ered passive.
faith rulebook

Passive
A character can perform one passive action in the same
turn he performs another action. When performing a Passive effects are always in use and they always trigger
passive action during a confrontation, the character can when they are applicable. Their use is not optional and they
choose to play cards from the top of the deck and/or from must be applied if at all possible. All characteristics and
his hand. Upgrades are passive unless specified otherwise.

E.g. Yong is searching (a passive action) a dark Sustained


tunnel to figure out if there is any danger before he
enters. He is using his Mind 3 with an initial action Sustained effects can only be used simultaneously
value equal to his Survival 7 and he has no advan- with an action performed by the character that owns
tages. The GM confronts the action; she can play 3 them, although they still apply if the action fails. Only one
cards, the same as the character she is confronting, sustained effect can be used during each action by each
with an initial action value of 0, and she has 2 ad- character. If a sustained effect has several functions, the
vantages. Therefore, Yong is in Inferiority so he can character can decide to use any number of them at the
play one card less than usual. The GM plays a 12 and same time.
now Yong has to play a card. He can choose to play
it from the top of the deck or from his hand. He does From the moment a sustained effect is triggered, it
not want to reduce the number of cards in his hand, remains active until the character decides to stop them,
so he plays a random card from the top of the deck: becomes Traumatised, becomes Bleeding out, or dies. A
a 3. His action value is 10, still lower than the GM, so character with an active sustained effect can not discard
he gets to play the next card or pass. Trying to play any neural damage during the maintenance phase.
it safe, Yong plays a 10 from his hand this time, for
a final action value of 20. Now, the GM can play two
more cards if she wishes. Will she play high cards
to force a failure or will she let him see whether
danger lies ahead and save those cards for later…?
current chapter title faith rulebook
12
THE CHARACTERS
The players who are not the GM play the protagonist of the recommendations of the players or her own, and the
characters of the story. They are in charge of playing the character will be able to add one point to that Skill.
role of their characters: performing their dialogues, making
the decisions their characters would make, and using the Additionally, characters get one experience point to
relevant mechanics of the game to determine whether their acquire Upgrades or to improve Attributes. The GM can
characters rise victorious, or fail miserably. decide to award an additional experience point to players
that do something extraordinary or achieve important
Each player controls a single character and develops who objectives.
that person is and what their motivations are; what are their
dreams and struggles. The more compelling a character is, Attributes have a cost on experience points equal to
the more rewarding the experience of playing that charac- twice the level they currently have. Upgrades have differ-
ter will be. The GM should encourage the other players to ent costs stated in their descriptions, and each type has
talk about the backstory of their characters and how they different requirements to be used or acquired.
imagine them. Together, they can become an amazing group
of characters who will live great adventures.
HEALTH & DAMAGE
Characters have six Attributes, ranging from 1 to 3, that
represent their general capacities and establish the amount
The Characters

of cards the players can use during confrontations. Charac- Characters have physical health and neural health. The
ters also have twelve Skills, ranging from 0 to 9, that rep- physical health of a character is equal to twice the value of
resent their specific skillsets and are added to their actions’ his Constitution and his neural health is equal to twice the
values. Additionally, characters may have Upgrades that value of his Mind.
represent remarkable features like a Cortex Connector or a
Divine Upgrade granted by one of the Gods. There are two types of damage characters can suffer,
13 physical and neural; and a third type that can affect items
However, characters are much more than a bunch of and devices, ACS damage. To keep track of the damage a
numbers that measure how good they are at something. In character or device has suffered, mark the correspond-
faith rulebook

A Garden in Hell, you will have four pregenerated charac- ing space in his character sheet or use a suitable token or
ters whose backstories and personalities are designed to counter.
fit well within the storyline. We recommend new players to
use them as they will give you a base from which you can Each point of damage a character has suffered, either
learn to play and it will allow you to start playing straight physical or neural, gives him a -1 penalty to every Skill to
away, but if you want you can to create your own charac- a minimum of 0.
ters following the Quick Character Creation Guide at the end
of this rulebook.
PHYSICAL DAMAGE
GAINING EXPERIENCE Physical damage is inflicted by physical means: weapons,
tools, fists, etc. Each point of physical damage counts as
During gameplay, characters will learn and change. The -1 to the physical health of the character. While in normal
story will shape their personalities and their actions will health state, one physical damage point can be recovered
teach them new Skills or improve those they already had. per week of in-game time after it has been suffered.

Each time a major milestone of the story is reached or


the characters have had a significant opportunity to learn NEURAL DAMAGE
and improve their abilities, the GM may decide to grant them
experience. It is recommended to do so not more than once Neural damage can be inflicted by means such as con-
per session and at least once every two or three sessions, cussions, Divine Upgrades, viruses, link attacks, neural
but it is ultimately up to the GM’s discretion. weapons, etc. Each point of neural damage counts as -1
to the neural health of a character. While in normal health
Have all players say out loud what they think each char- state, one neural damage point can be recovered during
acter’s best moment was since they last gained any experi- each maintenance phase (or 3 to 5 seconds of in-game
ence, and have them recommend the Skill they think each time) unless the character has received neural damage that
character should learn or improve. The GM will select one round.
ACS DAMAGE Dying
Adaptive Circuit Severance (ACS) is the term used for If a character is bleeding out and traumatised at the
the electrical overload of microprocessors after they are same time, he dies automatically. If at the end of a scene
affected by corrupting Hacking routines, and also by certain a character is bleeding out and he has not received medical
types of electromagnetic waves typically associated with attention from a First Aid action, he dies. Additionally, if he
neural weapons. takes any further physical damage from an external source
while bleeding out, he dies.
ACS damage is inflicted by electronic means, be it through
Hacking actions or electrical waves from a neural weapon. A character can also die of starvation, exposure to the
It can only affect gear and robots with an energy value and vacuum of space, drowning, excessive mutilation, etc.
when a device suffers as much ACS damage as its energy The effects of these possibilities are left for the GM to
it is shut down. determine.

ARMOUR ATTRIBUTES
Characters may have means of reducing the damage they
suffer. Some pieces of equipment (or other effects) provide The Attributes of a character represent his capability
their users (or the equipment itself) with a value of armour. to act and ability to put effort into actions. Some actions
Whenever the character or piece of equipment is about to might relate to more than one Attribute and other actions

The Characters
receive physical or neural damage from an external source, can relate to different Attributes in different situations.
he or it can ignore a number of damage points equal to its Players can argue which Attribute should be used for an
armour. action but the GM will always have the final word on such
matters.

HEALTH STATES Attributes range from 1 to 3. Some effects cause charac-


ters to increase or reduce their Attributes, but an Attribute 14
Depending on the amount of damage a character has can never be reduced below 1 or increased above 3. During

faith rulebook
suffered, he can be in three different health states or even an Initiative Round, characters may play one card for each
dead. point they have in the Attribute they are using, which may
limit the number of cards they can play in later confronta-
Normal tions within the same round.

The health state of a character is normal for as long as he Whenever a character is confronted, he must explain
is not affected by any of the following states. his action and therefore choose which Attribute he will be
using. While most of the time the right Attribute for the
Bleeding Out action is fairly clear, characters can always find ways to do
things differently, if they are creative.
A character is bleeding out when his physical health is
below 0. Characters can perform actions and engage in E.g. Mark wants to repair his broken drone. Sadly,
confrontations while Bleeding Out. After performing the during their last encounter with a Ravager, it took a
action they will immediately suffer one physical damage hit and now it lays on the ground unresponsive.
point.
The GM says it took a shotgun shot and it is filled
NPCs will generally ignore characters that are bleeding with small pellets, so it will be a delicate work to
out until they have taken care of all other threats. remove them all. Mark’s Dexterity is 2 and his Tech-
nical Skill is 5, but the drone is extremely damaged
Traumatised and he fears that if he fails, the GM will claim that
the drone is broken for good.
A character is traumatised when his neural health is
below 0. The character is unconscious and will not regain Mark’s Mind is 3, so he says,
consciousness until he receives enough medical attention
to recovers enough neural damage points to have neural “I am going to take a different approach to picking
health 0 or above. 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 The neural health of a character is equal to twice his Mind.
part separately. I will know where each pellet went He speaks fluently in as many languages as his Mind, and he
so I won’t have to mess around and risk breaking can understand a little bit of as many additional languages
anything.” as his Mind.

The GM agrees that this approach is more fitting


to his Mind than his Dexterity, and Mark can now try FAITH
to fix the drone using Mind, his highest Attribute.
Faith defines the ability of a character to connect or com-
municate with the Gods. It represents the character’s true
AGILITY conviction and how far he is willing to go for his beliefs.

Agility represents the nimbleness of a character: his A character can have as many Divine Upgrades as his
ability to move quickly and precisely. It should be used Faith.
for actions involving movement of the body, such as
dodging gunfire, climbing a wall, or trying to outrun other
characters. SKILLS
CONSTITUTION The Skills of a character represent his capabilities of
a specific skillset. Skills range from 0 to 9. A character
Constitution represents the physical endurance and with a high value in a Skill is very capable in that area, and
The Characters

strength of a character, as well as how receptive his body a character with a low value only has a rough knowledge
is to Bio Upgrades. It should be used in actions that test of the subject. However, the biggest difference in Skill lies
the strength or endurance of a character, like lifting heavy between the values 0 and 1; a character with a Skill of 0
weights or running very long distances. has no clue about how to behave in actions related to that
specific Skill and will receive one disadvantage when using
The physical health of a character is equal to twice his it.
15 Constitution, and he can have as many Bio Upgrades as his
Constitution. Every action performed by a character relates to a Skill
representing his knowledge in the related area. If a char-
faith rulebook

acter cannot find an appropriate Skill that relates to his


DEXTERITY chosen action, then it is considered that his Skill value for
that action is 0.
Dexterity represents the fine motor ability of a char-
acter. It should be used for actions involving manipulating Each Skill can be used for different things, and the At-
things with the hands, such as carefully manipulating gear tribute that relates to it is not necessarily the same every
or equipment, aiming and recharging weapons, or driving a time. Characters will have to select the most fitting Skill
motorbike through dense traffic. and Attribute for each action.

LINK BALLISTIC
Link represents the ability of a character to understand Most often used with Dexterity if the weapon
and interact with technology, as well as how receptive his is operated with the hands, or Link if the
body is to Tech Upgrades. It is used whenever a character weapon is software controlled.
performs an action involving computers, networks, elec-
tronic devices, or even digitally controlled spaceships or The Ballistic Skill is used to shoot and recharge weapons,
other similarly controlled vehicles. and to generally handle ranged weapons safely.

A character can have as many Tech Upgrades as his Link. Ballistic actions
All ballistic actions require the use of a ballistic weapon
MIND of some kind.

Mind represents a character’s intelligence and ability to SHOOTING


concentrate, as well as his ability to perceive details and
patterns. It is used when recalling memories, diagnosing When performing this action, characters have to declare
illnesses, designing machines, or deciphering codes. their target and the weapon they are using. If the weapon
has a magazine value, the character must discard one am- reach with a CQC action, even if it does not affect them
munition token from it. If the action is successful, apply the directly.
effects of the type of ammunition used to the target of the
action. CQC actions
RELOADING When using the CQC Skill, characters have to choose one
of two different CQC actions.
A weapon with a magazine value but no ammunition
tokens on it cannot be shot until it is reloaded. To reload, HITTING
characters replace all the ammunition tokens left on their
weapon with new ammunition tokens in any combination Using Dexterity, the character employs martial arts
from among the types compatible with it. knowledge to hit and deflect attacks. A successful Hitting
action causes damage to its target.
AIMING
GRAPPLING
When performing this action, the character declares one
target. During subsequent Initiative Rounds, the character Using Agility, the character employs speed and flexibil-
can confront his target with a Shooting counteraction ity to grapple his opponent. A successful Grappling action
whenever he performs any action, and receives one advan- allows the character to get a hold over an opponent or get
tage towards it. If the character performs any other action rid of the hold of an opponent.
before Shooting, the effects of Aiming are lost. Consecu-
tive Aiming actions against the same target do not have any While one character has a hold over the other, both char-

The Characters
additional effects. acters have to use Constitution instead of Dexterity for
Hitting actions. Additionally, the grappled character cannot
SUPPRESSIVE FIRE move or use any weapons until he gets rid of the character
grappling him.
Firearms only. When performing this action, characters
designate a small area, like a door or a window, as a target. Damage
Suppressive Fire allows the character to confront anyone 16
performing actions within the designated area with a A character must choose to cause either neural or

faith rulebook
passive Shooting action without spending additional ammu- physical damage before declaring a CQC action without a
nition. Its effect lasts until the weapon runs out of ammo, weapon. Choosing to do neural damage represents the
or the character performs a different action, or decides to attacker trying to knock out his enemy and physical damage
stop it. Suppressive Fire spends one ammunition token per represents the attacker trying to deal lethal damage. When
Initiative Round it remains active. a CQC action without a weapon is successful, the attacker
deals as many points of damage as his Constitution.
Additionally, Suppressive Fire should discourage most
characters from approaching the target area, in fear of If the attacker is wielding a weapon, he will cause the
being shot. amount of damage listed in the weapon description. Unless
otherwise specified, the damage of a CQC weapon is
Damage physical damage. Improvised weapons will cause damage
and/or give advantages to attacks as determined by the GM.
When a Shooting action is successful, the target of the
action, as well as any characters in the area of effect if
there is one, will suffer the damage specified by the weapon, HACKING
taking into account the range of the shot, or the distance to
the point of impact in case the attack has an area of effect. Almost always used with Link when using
software, or with Mind when figuring out
possibilities or implications.

CLOSE QUARTERS COMBAT Hacking allows characters to disable or gain control over
hackable devices and to stop other hackers from affecting
Most often used with Dexterity when trying their own devices. All devices with Firewall are considered
to hit something, or Agility when trying to hackable. Other devices, especially electronic and digital
block an attack. devices, may be hackable as determined by the GM.

The Close Quarters Combat (CQC) Skill is used when In all Hacking actions, the character attempting the action
fighting with close combat weapons or even bare handed. is called the hacker and the device targeted by the action is
Characters can confront any action taking place within their called the target. To perform a Hacking action, the hacker
needs to be using a computer or rig and its target needs to DENIAL OF SERVICE (DOS)
be in hacking range. A device is in hacking range if at least
one of the following conditions is met: A successful DoS action has two effects:

◊ It is physically connected to the rig or computer ◊ It deactivates its target until the end of the turn,
causing the failure of the action performed using
◊ It is being directly manipulated by the hacker it.

◊ It is connected to the same network as the hacker ◊ It causes ACS damage to its target. The amount of
ACS damage caused by a DoS action is determined
◊ It is in LinkWave range from the hacker’s rig by the computer or rig used for it, or equal to the
number of cards played by the Firewall that per-
When a device is the target of a hacking action, the owner formed it.
of the device will only be made aware of it if it is coming
from within his own hacking range, which means he needs SNIFFING
to be using a computer or rig, and meet at least one of the
above conditions. If he is aware of the hacking action, he A successful Sniffing action will allow the hacker to read
may choose to confront it with a suitable counteraction, all the data stored on his target, be it code, video, audio,
which can be a Hacking action of his own or any other appro- or any other type of information, including passwords and
priate action. In case the owner of the target device cannot access codes. Sniffing can also be used to extract informa-
confront the hacking action or chooses not to, its Firewall tion from networks as a powerful form of online research.
will confront it instead. These networks can contain all kinds of sources and infor-
The Characters

mation: sensor feeds, software, online papers, websites,


LinkWave social networks, commercials, blogs, archives, online
services, forums, chat rooms, internet caches, and more.
A device with LinkWave increases the hacking range of
its user. The hacking range around a device with LinkWave A sniffing attack is very fast and accurate thanks to
is a sphere with a radius equal to its LinkWave value, in partial-AI search engines. However, although the informa-
17 metres. To be able to hack through LinkWave, the hacker tion can be accessed in one turn, reading and understanding
must first be able to locate the device accurately, which it will take longer. A critical success in the action means the
can be achieved instantly with the LinkWave radar, or hacker will leave no traces after accessing the information.
faith rulebook

through other means such as tracing beacons, or visual


identification. The amount of information a hacker finds will greatly
depend on the target he chooses to access. In FAITH, in-
Additionally, a device with LinkWave has a type of active formation travels between star systems in huge server
radar within its hacking range, which allows it to detect the ships. Therefore, available information depends greatly on
presence of all hackable devices within that range, but not location, as it takes time to spread throughout the galaxies.
their specific nature. Once a device is targeted by a Hacking It is very important for the GM to consider what is best for
action, it is automatically identified. the story when deciding how much information to reveal.
For example, the networks of mining planets are usually
Firewall (FW) set up for the purpose of allowing workers to communicate
with each other; there is very little information available
Most hackable devices are protected by a form of to them. However, the networks of large cities or business
software called a Firewall (FW). When a Firewall confronts districts contain a lot of information about the companies
a hacking action, it performs a Denial of Service action, with that operate there, amongst many other interesting things.
an action value equal to its FW value plus the value of the
cards it plays. A Firewall plays as many cards as indicated
on the FW icon on the device’s card, or as many as the GM INITIATIVE
determines appropriate if there isn’t one.
Most often used with Agility for full body
Hacking Actions movement, or Dexterity for more precise
motions, such as with one’s hands.
When using the Hacking skill, characters have to choose
between attempting to deactivate and damage the target Initiative represents a character’s reflexes and ability to
device with a DoS action, or perform a Sniffing action to move quickly in decisive moments. It is used during initiative
access the data stored in it. 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.
DODGING
CUNNING
When attempting to dodge, characters can try to move
on their feet, drop down to the floor, or even dive jump. Most often used with Agility when hiding or being quiet,
Dodging can be used to avoid being shot, to move outside or with Mind when used during social interactions.
the range of an explosion, to get out of a close combat
situation, or other similar things. When a character fails a Cunning represents a character’s ability to hide, move
Dodging action, his movement is halted and he may choose silently, or don a disguise.
to fall down to the floor in addition to other failure effects
the GM might determine. Cunning Actions
HIDING
SURVIVAL
Passive action. Hiding can be used while performing
Most often used with Mind when analysing a any type of action that does not usually draw attention.
situation, or Dexterity when crafting things The character remains hidden as long as he remains in an
or gathering supplies. adequate place to hide or until found by a Searching action.
If other characters cannot physically fail to perceive the
Survival represents how tough, crafty and self-sufficient character who wants to perform a Hiding action, the GM can
characters are. It is used by characters to find things like declare the action invalid.
food or resources in hostile environments, to orient them-
selves in a new location, or to do things that they need to See Searching for how to find Hiding characters.

The Characters
survive, such as building a shelter, knowing what to do when
a hurricane comes their way, or knowing what type of food SOCIAL INTERACTION
is edible. Additionally, Survival represents the perceptive-
ness of the characters. We encourage players to use good roleplaying to resolve
their social interactions, such as convincing other char-
SEARCHING acters, lying convincingly, reading their true intentions,
pretend to know something they don’t, etc. 18
Passive action. Characters can perform a Searching

faith rulebook
action in three instances: However, if someone is not comfortable roleplay-
ing these kinds of situations or simply prefers using the
When they are actively searching for a character mechanics of the game to solve them, they can use their
because they already knew he was there. I.e. They may Cunning Skill paired with their Mind Attribute.
have been told by someone, they may have seen him before
he hid, perhaps he has drawn their attention, etc. They must Passive action. A successful action may improve an
choose a specific area to check, such as some bushes, a NPC’s disposition towards a character, allow the charac-
tree line, or a dark alley. ter to read on someone’s true intention, or other suitable
effect. However, the full extent of the effects of a success-
When they want to ensure that there is no risk hidden in ful Social Interaction action are ultimately up to the GM.
a specific area. They must choose a specific area to check.
REMINDER: A character can perform one passive action in
When they suspect that someone is hiding. A character the same turn he performs another action. When perform-
with a higher Survival Skill than the hidden character’s ing a passive action during a confrontation, the character
Cunning Skill will suspect someone is hiding automatically can choose to play cards from the top of the deck and/or
and does not need to choose a specific area. from his hand.

A successful Searching action will reveal the hidden char-


acter to the searcher and from that moment onwards, the PILOTING
hidden character is no longer considered hiding from him. A
failed Searching action will leave the searcher oblivious to Most often used with Dexterity when piloting
the location or existence of the hidden character. vehicles that require physical input (such
as those with a steering wheel), or with Link
REMINDER: A character can perform one passive action in when using cortex connected or computer
the same turn he performs another action. When perform-
driven vehicles.
ing a passive action during a confrontation, the character
can choose to play cards from the top of the deck and/or Piloting allows characters to drive or fly all kinds of
from his hand. vehicles, from motorbikes to space freighters. Different
kinds of vehicles, or complex tasks such as manual to be used. Throwing objects in 0-G or free fall situations is
docking manoeuvres, high speed chases, or rough performed using EVA instead of Athletic.
landings can pose all sorts of difficulties to unac-
customed characters. The GM may grant advantag-
es or disadvantages accordingly, and determine EXTRAVEHICULAR ACTIVITY
whether a character must face a TSE to succeed.
(EVA)
ATHLETIC Most often used with Agility to move, or
Constitution while in free fall or 0-G.
Most often used with Agility when
performing short efforts, or Constitution Extravehicular Activity (EVA) is the skill used to perform
when performing long actions. physical actions in 0-G environments, such as space-
ships, or situations where characters are in free fall, like
The Athletic Skill is used by characters to run, parachute jumping. It replaces Athletic in 0-G. EVA allows
swim, dive, climb, lift weight, throw objects, or do characters to move the same distances Athletic does, but
any other athletic activity. in 0-G or free fall. EVA must also be used for Throwing
actions performed in 0-G or free fall. Objects thrown in 0-G
Athletic Actions do not have weight restrictions, although their mass may
affect the speed of the thrown object. The GM should keep
MOVING in mind that the distances stated are mere guidelines and
they should be adjusted to fit each particular situation.
The Characters

Characters are not required to dedicate an action to


move and they can do so while performing most actions. Characters in 0-G must keep in mind that everything
The normal distance a character can move in one turn is works very differently in the absence of gravity, and simple
2.5 metres. things like shooting a weapon might become difficult and
push them back, spinning away from their position. They
RUNNING will also need to actively stabilize themselves to avoid
19 floating around and they will be able to push themselves
Characters can perform a running action to move up to 5 up, down, or in any other direction.
metres. Additionally, a decisive success will allow the char-
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acter to move one additional metre and a critical success


will increase the maximum distance to 10 metres. If a MEDICAL
character performs several consecutive running actions,
he will be able to speed up and move faster. Characters can Almost always used with Mind, as curing
perform a running action as a countermeasure to attacks, is a complex task that requires a lot of
explosions, or even hacking attacks if it gets them outside knowledge.
the range of the attacks.
Medical represents the understanding of medicine
A running action can never be stopped in a confrontation, and science in general. It is used when restoring physical
even if the character loses. However, it will be up to the GM or mental health, treating poison, or implementing Bio
to determine if the movement is completed successfully, Upgrades.
or if the character falls down, trips, or experiences some
other negative effect. The rules of this section are meant to be used for Medical
actions performed in the field, often rushed or lacking
All movement distances are merely guidelines and the adequate sanitary conditions and equipment. Medical
GM can and should modify them to fit the story as neces- actions performed in a hospital with proper equipment and
sary. Characters might move slower in mud or shallow supplies will be greatly sped up as determined by the GM,
waters, or faster if the gravity is slightly lower than they allowing the patient to recover completely in a matter of
are used to and the path is clear. hours or even minutes.

THROWING Medical Actions


Characters can throw almost anything they can lift. In all Medical actions, the character targeted by the
Throwing actions are resolved like Shooting actions. action is called the patient and the character performing
However, it will be the task of the GM to determine whether the action is called the doctor.
a character can or cannot throw a specific object, and the
particular effects of that Throwing action. Only pieces of The wound always confronts the action as a TSE that
gear with the characteristic Throwable have specific rules plays one card per negative point of health of the patient.
FIRST AID the effects of the action improved or
the duration of the action reduced,
First Aid can be used on patients who are bleeding out as determined by the GM.
to contain their wounds. It does not require any specialized
gear, but the doctor will suffer a disadvantage if he has no Technical Actions
medical supplies at all.
In all Technical actions, the charac-
A successful First Aid action stops a patient from dying ter performing the action is called the
at the end of the scene due to bleeding out. This effect is technician and the machine or device
lost if the patient suffers additional damage or experiences targeted by the action is called the
severe disturbances before receiving proper medical atten- target.
tion. 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 REPAIRING
any effect.
Repairing can be used on a damaged target to remove
SURGERY any type of damage from it. A successful Repairing action
removes all damage of one type from its target.
Surgery can be used on bleeding out or traumatised char-
acters to recover their health back up to normal. Specialised The damage confronts the action as a TSE that plays
medical equipment is required for a doctor to perform such one card for every point of damage of the same type
delicate operations. The time required for the action is one being repaired. If the target is very badly damaged or the
hour per damage point being recovered unless otherwise technician is using scrapped parts, the GM may grant disad-

The Characters
determined by the equipment used for the action. vantages to the technician. However, she can also grant ad-
vantages if the technician has the blueprints of the target,
A successful Surgery action removes enough damage an appropriate tool, or just the right set of spare parts.
points from the patient to increase his health to 0. A failed Additionally, she can establish that something is impossible
Surgery action increases the number of damage points on to repair. Sometimes a machine is just too damaged or it
the patient by one (two if it is a critical failure). That is not needs very specific components to be repaired.
considered external damage and therefore does not auto- 20
matically kill the patient. DESIGNING & BUILDING

faith rulebook
If the patient is bleeding out, the doctor can forfeit any Technicians can always come up with their own designs
number of limbs or Constitution points of the patient to to build or build the designs of others. In a sci-fi setting,
remove an equal number of damage points. These are the possibilities are endless, and it is the job of the GM to
removed during the Surgery action, but before establishing determine what can be built and what cannot.
the number of cards the wound plays against it. Similarly,
if the patient is traumatised, the doctor can forfeit Mind Many things in the universe of FAITH are extremely
points of the patient towards the same purpose. Constitu- complex and built in fascinating factories, such as robots,
tion and Mind can never be reduced below 1. spaceships or even plasma rifles. However, in a world full
of digital information, there are many other things that
The effects of losing limbs are set by the GM as she sees technicians can build in their very own garages.
fit. Usually, losing a limb will cause disadvantages to some
actions, make it impossible to use some tools or weapons, OPERATING ROBOTS
or increase the time needed to perform certain actions.
Robots can be issued commands by their technician con-
trollers. A technician can control as many robots as his Link
TECHNICAL with a single action. When a robot receives a command, it
will do anything in its power to obey it until the task is com-
Most often used with Mind when diagnosing pleted or the robot is destroyed.
or repairing something, or Dexterity when
performing a delicate task with small parts. Operating robots requires a device with LinkWave, a radio
signal, or a network, although they can be programmed
Technical Skills are used when repairing machines, to obey vocal commands. The robots must be within the
robots, vehicles, and other technological devices; it repre- technician’s range to receive commands, or they must be in
sents an understanding of how to use unknown technology, appropriate conditions to process voice signals.
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
PROFESSION diminish its benefits. As an example, a character based on
the Hacking Skill should not choose his profession to be
Most often used with Mind when declaring a “hacker”, but instead something like “IT manager”, which
story detail, or any other Attribute if the task will allow him to declare story details like claiming he has
relates closely to it. a contact at a certain IT company, or “cryptanalyst” which
will allow him to claim that his communications cannot be
Profession represents the ability of characters in an spied on and that he can easily spy on others.
area of knowledge or craft, and their position within the
industry, their contacts, and their prestige. Additionally, DECLARING STORY DETAILS
it determines the amount of funds characters have at the
beginning of the campaign. Players have the right to declare details in a scene for as
long as the details relate to their profession. For example,
Profession 0: 500 credits; Profession 1: 2,000 credits; a character can claim that the NPC he is talking to is an old
Profession 2: 5,000 credits; Profession 3: 10,000 credits; client of his if he is a businessman; he can claim to know
Profession 4: 20,000 credits; Profession 5: 35,000 credits. 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
Characters can choose anything they can think of as a brought rope and cooking tools when he is lost in some
profession, as long as the GM approves. There is a desig- remote mountains if he is an explorer, etc.
nated area in the character sheet to write the profession
of the character. Characters can be anything from award- To do this, characters must use their Profession as the
winning filmmakers to pianists, astronauts, politicians, or key element of their argument. The GM can veto any claims
anything in between. 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
When choosing the profession of a character, it is im- she wins she must explain how that story detail is different,
The Gear

portant to avoid overlapping with other Skills, as it will and how that affects the characters.

21 THE GEAR
faith rulebook

In FAITH, characters can carry and use any kind of gear Throwable: Action (Athletic/EVA). May be thrown up to
they might acquire, find, or craft. Some of the most impor- 50 metres away. It provides one advantage if thrown within
tant pieces of equipment are represented on cards con- 10 metres and it suffers one disadvantage for every 10
taining all the important information needed to use them. metres or fraction further.
However, we encourage players to create their own gear if
they find the need for it. Very easy to hide: Can be hidden while wearing regular
clothes, even without a jacket.
There are five types of gear cards: ranged weapons, CQC
weapons, robots, suits, and objects.
ENERGY AND ACS DAMAGE
COMMON CHARACTERISTICS Certain pieces of gear have characteristics with an energy
value. Those characteristics are considered powered, and
Some pieces of equipment have common characteristics if the piece of gear suffers as much ACS damage as their
that are only described if there is enough space in the card. energy value, they stop working. If a cortex connected
device suffers ACS damage, each other cortex connected
Cortex connected: Must be connected to a Cortex Con- device connected to the same character will suffer the
nector Upgrade to be used. same amount of ACS damage.

Easy to hide: Can be hidden while wearing a jacket or Robots also have an energy value, and if they suffer as
similar piece of clothing. much ACS damage as that value or more, they stop working
completely.
Ghost: Does not appear on LinkWave radars. It can still
be hacked using other methods or through LinkWave if the
hacker locates it accurately. RANGED WEAPONS
Glove: Must be worn on one hand. It can be attached to a Ranged weapons are weapons used in ranged combat,
suit with a Technical action. and they provide a means to attack targets from a distance.
There are many different types of ranged weapons, but Neural & ACS: The ammunition commonly used by neural
they are usually separated into two main types: projectile weapons. The shot is silent and leaves no traces. Addition-
weapons and electronic weapons. ally, it does not cause recoil.

Projectile weapons have magazines, whereas electronic Plasma: One of the most dangerous ammunitions known
weapons have batteries and use electric energy to shoot. If in the Universe. The shot is silent, but it leaves a charac-
the weapon has a magazine it needs to have ammunition to teristic smell. Its lasers can be easily seen in the dark or at
shoot; and if it has an energy value, it cannot shoot if it has night. Additionally, it does not cause recoil.
suffered as much ACS damage as that value or more.
Explosive: The ammunition commonly used in Rocket
Range launchers. It is very noisy and leaves notable traces of
gunpowder. It causes little recoil.
A weapon’s effectiveness is related to the distance to its
target. Most weapons have two different ranges and a few Characteristics
specialist weapons have a third range.
CQW (Close Quarters Weapon): Provides one extra ad-
Close Quarters (CQ): Up to 20 metres. The most common vantage towards Shooting actions against targets within 10
range indoors, inside spaceships or in dense urban areas. metres.

Standard Distance (SD): From 20 to 100 metres. The range EM railgun: Action (Shooting). May be fired. It causes
most characters can see clearly without magnification. physical damage. Mag 1.

Long Distance (LD): From 100 metres to 5 kilometres. Electromagnetic railguns are built around a pair of
The extended range of some sniper rifles. The weapon parallel conducting rails that accelerate ferromagnetic

The Gear
loses one point of damage and receives one disadvantage projectiles to incredible speeds. They are electrically
for every additional kilometre after the first. powered and very slow to reload, but their power makes
them the preferred weapon of snipers and other long range
Ammo & Magazine operators.
22
Weapons with a magazine (mag) can load as many ammo Firearm: Action (Shooting). May be fired. It causes

faith rulebook
tokens as its value from any combination of their compat- physical damage. It can shoot further than SD, causing
ible ammunition (ammo) types. 1 less damage and suffering 1 disadvantage for every 50
metres or fraction further.
Standard: The ammunition commonly used in Firearms.
It is noisy and leaves traces of gunpowder and shells. It Neural weapon: Action (Shooting). May be fired. Choose
causes recoil. to cause neural or ACS damage. It ignores armour.

Ferromagnetic: The ammunition commonly used in Neural weapons shoot microwaves that affect the
Railguns. It is slightly noisy and it causes significant recoil. synapses of neurons, slowing them down. The targets of
these weapons normally faint, but deep coma is not an

NAME
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook. If they are powered,
their energy value is on the
back of the card

RANGES/FIGHTING STYLES
ENERGY/MAG The number is the damage caused in each
range or fighting style. Each + indicates
one advantage and each - indicates one
disadvantage in that range or fighting
FIREWALL style
If the weapon has hackeable
characteristics, it will have a AMMO TYPES
Firewall. The number of cards
it can play is inside the icon
unusual effect either. The Iz’kal military police use neural close combat weapons, but with the increasing popularity
weapons to control crowds and they are increasingly of armoured suits, these weapons are almost exclusively
popular amongst criminals due to their untraceability. used by a niche of specialists in boarding or urban warfare,
and some primitive species.
Additionally, neural weapons can shoot in Adaptive Circuit
Severance (ACS) mode, employing different wavelengths to Fighting Styles
cause electrical overload of the microprocessors present
in the target. Close combat weapons can be used in two fighting styles:
Hit, using Dexterity, and Grapple, using Agility. Each weapon
Plasma weapon: Action (Shooting). May be fired. It causes indicates the advantages (+) or disadvantages (-) it provides
physical damage and ignores up to two points of armour. and the damage it causes in each fighting style.

Plasma weapons use target-lock software to adjust


their lasers’ trajectories, meeting precisely at the target. SUITS
When the lasers meet, they induce a high-energy state into
the gases around the target, creating plasma and burning Suits are full body wearable pieces of equipment. Each
through even the toughest of steels. character can wear only one suit at a time unless specified
otherwise. Most suits are normally tailored or adjusted to
Rocket launcher: Action (Shooting). It causes physical one character, and, if the character is not used to it, putting
damage in an area. It causes one less damage per metre or a suit on or taking it off can take several minutes.
fraction away from the point of impact.
If a suit is somehow destroyed or rendered useless, all its
effects and characteristics will stop applying immediately,
CLOSE COMBAT WEAPONS and the character will suffer one disadvantage towards all
The Gear

his Agility actions until he takes the suit off.


Close combat weapons are meant to be used in CQC
situations and they provide characters with the means of
harming enemies who are nearby. There are many types of
23
faith rulebook

NAME

CHARACTERISTICS
Their description is on the back
of the card or the corresponding
section of this rulebook

ENERGY
See page 21

ARMOUR
See page 14

AGILITY MODIFIER
It may provide one advantage
(+) or disadvantage (-) towards
Agility actions

FIREWALL
The number of cards it can play
is inside the icon POWERED
CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook
Characteristics Characteristics
Suits are built to be very resourceful and they all share Robots are usually very well built and they all share
certain characteristics: Vacuum protection, limited oxygen many powered characteristics: High definition camera,
supply and air filters and -20ºC to 50ºC thermal protection. microphones and status sensors (all data is recorded and
stored for one week), directional light, radio and network
Additionally, all suits have some inherent powered comms and vacuum and atmospheric working capabilities
characteristics. These characteristics have their energy
indicated on the front of the suit card: Small energy core
with long autonomy, radio and network comms, directional OTHER ITEMS
lights in helmet and gloves and infrared visor.
There are all kinds of objects that characters can use
in the Universe of FAITH, from rigs to grenades, from the
ROBOTS technical to the medical, and all forms of tools. It is up
to the GM and the players to make up their own objects,
Robots are very complex semi-autonomous pieces of although many of the most usual yet interesting items are
gear that can operate either using partial-AI software or represented in cards.
when controlled by a technician. When a robot receives a
command, it will do anything in its power to obey it until the The purpose of the object cards is to ease the player’s
task is completed or the robot is destroyed. immersion in the story. The cards represent the most inter-
esting objects, and are not a comprehensive inventory of
Robots play as NPCs under the control of characters, and all the items a character might have. For these reasons, the
may even be under the control of players. most common objects like phones, clothes, or tools are not
represented in cards and it can be assumed that the char-

The Gear
The structure (STR) value is the maximum physical acters have them without the need of a card to indicate it.
damage a robot can withstand before it stops working. If a
robot suffers as much physical damage as its STR, it will be
deactivated until it is repaired.
24

faith rulebook
NAME

CHARACTERISTICS
Their description is on the
back of the card or the
corresponding section of this
rulebook

STRUCTURE

ENERGY
See page 21

ARMOUR
See page 14

FIREWALL
The number of cards it can
play is inside the icon

INITIATIVE
The number of cards it can
play is inside the icon POWERED
CHARACTERISTICS
Their description is on the back of the
card or the corresponding section of
this rulebook

SKILL VALUES NUMBER OF CARDS


The Skill value is the The number of cards it can play
starting action value of the is inside the icon
robot
GAME MASTER’S GUIDE
These are resources to aid GMs in their endeavours to or discard the new card. If it is replaced by another card
create challenging and interesting stories. matching the ambience, she can go through the same
process again. All replaced and unused cards are discarded.

NON-PLAYER CHARACTERS They do not have the same Attributes and Skills as the
player characters. Instead, they have three Stats: Initiative,
Non-player characters (NPCs) are characters controlled Physical, and Mental. Each Stat has of two values: the skill
by the GM. They are the key to many stories, and they can that determines its base action value, and the attribute that
be friends, foes, or simply neutral; and they can be as determines the amount of cards played by the NPC in a
simple or as complex as the GM wants: she is in charge of related action. It is up to the GM to decide which of the three
developing their backstories. While with many NPCs all Stats the NPC uses for each action and it is also up to her
interactions will consist of talking or trading, others might to determine how many areas they cover. In any case, the
perform actions and engage in confrontations. GM is always free to modify the values of the NPC Stats to
serve the story better, but she should inform the players
NPCs do not have a hand of cards to play during confron- beforehand to avoid any misunderstandings.
tations. Instead, whenever they can play a card, they play
the first card from the top of the deck. Alternatively, the E.g. A Raag warrior might use the Physical Stat
Game Master’s Guide

GM can choose to play a card from her hand instead. During for Shooting, CQC, and Athletic actions; and the
initiative rounds, the GM plays one card from either the top Mental Stat for Survival and Cunning actions, but it is
of the deck or her hand to establish the Initiative score of all probably safe to say he wouldn’t use it for Hacking.
NPCs for that round. On the other end of the spectrum, a Corvo hacker
NPC will probably use his Mental Stat for Hacking
When an NPC plays a card with a suit matching the or Technical actions, but he wouldn’t probably use it
ambience, he immediately plays another card and the GM for Survival actions.
25 chooses if she wants to replace the previous card with it,
faith rulebook

LEVEL NAME

CHARACTERISTICS
Their description is on the
back of the card or the
PHYSICAL HEALTH corresponding section of this
rulebook
See page 13

NEURAL HEALTH
See page 13

ARMOUR
See page 14

FIREWALL
The number of cards it can
play is inside the icon

INITIATIVE
The number of cards it can
play is inside the icon
POWERED
CHARACTERISTICS
Their description is on the back
of the card or the corresponding
section of this rulebook

PHYSICAL/MENTAL STATS’ NUMBER OF


STATS’ SKILL VALUE CARDS
The Skill value is the starting
The number of cards it can play
action value of the NPC
is within the symbol
NPCs do not have a limited number of cards they can play TIME-SENSITIVE EVENTS
per round. It is recommended that NPCs only perform the
same type of action once per round but it is up to the GM to (TSE)
use these characters as she sees fit to drive the story.
Time-sensitive events (TSEs) are time sensitive problems
Most NPCs will have physical and neural health as any that pose an obstacle to the characters. There is a wide
other character, but usually those who are not important range of events, items, devices, and other things that
for the story can be considered dead once they are Bleeding can originate a TSE, such as the Firewall of a device, an
Out or Traumatised. avalanche in a mountain, or a high security lock. It is the
job of the GM to determine when such obstacles should be
NPCs are affected by modifiers to their actions in the considered TSEs for the purpose of confrontations, and to
same way other characters are, as well as by advantages establish their difficulty.
and disadvantages.
If the characters are using a Skill with a value of 1 or
The GM can decide to apply the traits of the species to above and time is not of the essence, they can overcome the
an NPC as she sees fit, as well as apply any other rules to obstacle without a confrontation. The GM should consider
better reflect the nature of the NPC she wants to use in the the difficulty of the task, the Skill level of the characters
story. and the needs of the story to decide how long it takes them.

NPC cards represent simplified characters with the infor- E.g. Nadia has Survival 3. She is trekking through
mation needed to use them in a quick encounter. Addition- the steppes with enough supplies for one month,

Game Master’s Guide


ally, they can be used as a base for the GM to create a more and the GM determines it would take a skilled
elaborate character if the story requires it. trekker two weeks to travel this route. Nadia is only
an average traveller, so the GM determines she
The NPC cards have a level of difficulty for the GM to use can do it without a confrontation, but it takes her a
as a guide. Varied encounters will force the players to play whole month, exhausting her supplies.
smart and try to gain advantages throught role playing to
rise victorious.
26

faith rulebook
CHARACTERISTICS

ENERGY
See page 21

SPECS
The specs include additional
information that might be
useful for your campaigns,
FLAVOUR TEXT but they are not rules binding:
feel free to adapt them to
better suit your story
E.g. Lee has Hacking 2. He is trying to open the E.g. In the previous examples, if Nadia or Lee
safebox of the offices where he has broken in. The were using a Skill with a value of 0, they would
electronic lock is not very good, but Lee is not a always be confronted by a TSE, as they would have
great hacker, either. The GM determines he can do no clue about how to achieve their goal.
it without a confrontation, but it takes him the rest
of the night. When he finally opens it, it is already TSEs do not have a hand of cards to play during confron-
dawn... tations. Instead, whenever they can play a card, they play
the first card from the top of the deck. Alternatively, the
Otherwise, if the characters are in a rush or are using a GM can choose to play a card from her hand instead. The
Skill with a value of 0, TSEs will confront them as if they GM should consider the difficulty of the task, the Skill level
were a character, playing a number of cards against them of the characters, and the needs of the story when she
with an initial action value of 0. TSEs do not have a Skill decides the level of difficulty of the TSE.
value and they do not suffer a disadvantage because of it.
In order to present a moderate challenge, a TSE should
E.g. If Nadia were in a hurry (perhaps she does play as many cards as the PC, a difficult challenge should
not have a month worth of supplies, or she has play one card more, and a very hard one, two more.
somewhere to be), she could push her luck and
trek through the steppes faster. In this case, the GM TIP: If you consider a TSE easy enough to overcome that
determines that Nadia is confronted by a TSE. If she it should play less cards than the PCs, simply let them
loses, she could end up delayed, lost, or even worse, perform the action without a confrontation.
as determined by the GM; but if she succeeds, she
Game Master’s Guide

completes the trek faster.


ADVICE FOR THE GM
E.g. If Lee wanted to open the safebox quickly
to escape under the cover of darkness, he could Normally, a piece of advice would tell you what to do,
rush the data mining process required to pry open instead of what not to do. However, we tend to think that
the electronic lock. In this case, the GM determines the ‘don’ts’ are much better advice, and they are much less
that Lee is confronted by a TSE. If he loses, he could restrictive. We want to advise you on just a few things to
27 take a lot longer, trigger an alarm, or other negative avoid, which still leaves you with infinite options to create
effect determined by the GM. an amazing story at your disposal.
faith rulebook

Thus, we will focus our tips for being an awesome GM on


things you shouldn’t do. Here are some:

Do not use confrontations to side with the PCs and


confront NPCs, because that creates a deus ex machina
effect that kills the thrill of the game. If you fear for the
story or for the PCs lives, you can use a ‘plot twist’ to save
the day. E.g. a friendly NPC comes in to help, the NPCs try
to take the PCs captive instead of killing them, or they offer
a deal to the PCs to stop fighting (why do NPCs always fight
until the end, anyways; don’t they have families to come
back to?), etc.

Do not confront players when they perform mundane


tasks, but instead, lure them into playing high cards at
times when they really need to achieve something. That
will make their subsequent confrontations with NPCs much
more interesting and tense, leaving you with high cards to
aid important NPCs or prevent the story from derailing
too much from its course. Save your high cards for when
it matters! The confrontations with the GM are there to add
drama and interest to the story, they are not a substitute
for every last skill check you would make in other games.

Sending enemies that are too powerful for the party to


deal with can lead to an abrupt conclusion of the campaign.
As a general rule, enemies should never be able to play
more cards at the players’ best skills than the players
themselves under normal circumstances (ignoring inferior- assets. Without them interacting
ity, that is). Once you learn how to properly evaluate the with the PCs, players tend to go about
NPCs’ and players’ relative power, you will be able to send their own ways and set themselves away
more powerful enemies while giving the players a chance from the story. Informers, merchants,
to survive. secret contacts, potential employers...
all of them are interesting charac-
Do not make your NPCs mindless shooting machines ters that will help you develop
unless the story requires them to be. It is much more inter- an engaging story
esting to have small teams of NPCs behave intelligently and
tactically: have them flank the PCs, throw smoke grenades,
pin down PCs, or use any other cool tactics you can come
up with.

Do not allow the PCs to take their respective Gods for


granted. Force them to put their beliefs to the test and see
if they can handle it, and if they follow them to the direst
of consequences. If they cannot, they may be deemed
unworthy of the support of their God. when they interact
with the PCs. They can provide
Who are the Gods of your players? That alone can help the PCs with information, convince
you create a story for them. Do they think very differently them to change their minds, put them
from each other? Have them be in situations in which they in compromising situations, or put their
must reach a consensus. Give their characters opportu- beliefs to the test.
nity to change and evolve, even if that means they have to
change Gods. There are many things that can influence a char-
acter: he can take damage by falling from a tall
If they are followers of Kaliva, the most individualist God, wall, he can suffer hypothermia or hunger - the
make them see the terrible lives of good, hard-working possibilities are endless. We could try to tackle
people, who are impoverished and who have no chance of this issue with some spreadsheets with the most 28
success. Will they help them? common effects of the most common issues,
but this would never be comprehensive enough

faith rulebook
If they are followers of Vexal, the individual free thinker, and it would have very little narrative value. In
put them in situations in which they must join a commu- FAITH, we leave things like this to the GM - you
nity in order to save it. Will they sacrifice their individual should decide what you think is best for the
freedom for the good of the community? story: is it interesting that your players’ char-
acters suffer one disadvantage to every action
If they follow Hexia, the strict ruler that seeks the good because they were not prepared to survive
of the community, see if they still think they represent in a frozen planet? If they all have Survival 0
the community’s best interests after committing a grand and cannot find any food in the jungle, maybe
mistake. Will they listen to others now? it is interesting to give them a disadvantage until
they find food, or perhaps their unpreparedness can
If they follow Ergon, the most democratic of the Gods, start to affect their health. Perhaps force them to suffer
have them see what terrible things the masses can do to neural damage that they cannot remove until they eat - if
those minorities that think differently. Will they give up they continue like this they will faint and die of starvation.
their beliefs to stop it? Go with what is dramatically interesting, drives the story
forward, and engages the players. Adapt effects to the
Like in many other RPGs, there are many things you can situation and your group’s gameplay.
do in FAITH that can make campaigns much more interest-
ing. Here are some of our recommendations: And last, but not least, remember that playing RPGs is
all about having fun with your friends, and that should be
Give secret agendas to your players to make them feel your goal at all times. Enjoy the game and do not make it
invested in the story before it even begins. Bring the drama all about who succeeded or failed if it does not need to be.
of their backstories to the game. Let them use the details
they gave to you while creating their stories, so the story
you put together feels round and engaging.

Not every NPC needs to be a bad guy trying to shoot at the


PCs or hack into their brains. Use friendly or neutral NPCs to
drive the story forward: they are one of your most valuable
THE GODS
While there is no reason for the existence of life, life The wishes of the Gods are open to interpretation; as
itself does not care. The problem arose when it gained con- they lack a voice to speak, their desires are very much a
sciousness and came to realise that its own existence was matter of faith. Believers follow what they believe is just
an accident. In its realisation of itself, a voice spoke from and it is proven that there are several correct interpreta-
within. It told a truth - the only truth: life ought to create its tions of the commandments of each God.
own reason to be, lest it be consumed.
Differences in beliefs are common between believers
Some say there are as many Gods as there are minds, of the same God. Some differences are amicable, while
each God matching the being to whom they are connected. others have driven different cults to war. Some religious
However, most people believe that there are only five Gods wars have been fought by soulbenders empowered by the
that take on many forms. Believers do not choose their God, same God on both sides. The common belief that explains
nor do the Gods choose their believers. Instead, believers this fact is that the Gods do not care much about the
are linked to their Gods through their personalities. In FAITH, trifling differences their followers might have. They only
the Gods are not creators or allfathers. They are entities care about making the world right in their own eyes, and in
that surged from the collective conscience of beings that these wars they appreciate and support the righteousness
have found a similar reason to exist. The Gods came into of both sides.
existence at the very same time as their believers. Now,
every new being that finds a reason to exist finds a similar
God within him. It is up to the GM and the players to interpret the
God’s commandments and apply them correctly.
The Gods

The Gods are powerful, but intangible; they exist only The extension and severity of each commandment
inside the minds of their believers, yet somehow they exist should be based on the character’s Faith attribute
as a single entity in all of them. Gods have no body nor voice, and the amount of Divine Upgrades he has.
or do they have the capacity to affect the Universe directly.
29 They can only do so through their believers, bestowing their E.g. Vexal asks of his believers that they help
gifts of power upon them, or taking those gifts away. others without giving up their personal freedom
in the process. For a follower with Faith 1 and one
faith rulebook

When two species meet in the vastness of space they Divine Upgrade, this can mean that the character
know they will have at least one thing in common: They all should try to help others when he can and share
have the same Gods. with others when he is able, but for a follower
with Faith 3 and several Divine Upgrades, this can
Those who stays true to the path laid out before them by very well demand a whole new level of inten-
their God can expect great powers in exchange: abilities of sity. Perhaps he should actively try to find ways
a supernatural essence that defy reasoning or explanation. to benefit the people around him and to share as
Throughout the centuries, different people from all species much as possible, all while following his own path
have studied the signs sent by the Gods and have written and without taking orders, in true Vexal fashion.
the commandments of each God accordingly.
For the concept of the Gods to properly work
it is essential for the GM to be strict when judging
COMMANDMENTS: the behaviour of the players according to their
Gods’ respective commandments. The GM should
REWARDS & PUNISHMENTS promise them future rewards whenever they
follow those commandments, and warn them
The Gods of FAITH are fickle beings. However, it is not about the consequences of acting against the
rare for them to pay attention to their believers, who are rules of the Gods. If they do not follow the com-
the source of their power and their only way to mould the mandments, or they break them, the GM must not
Universe to their desires. Gods can grant powers to their hesitate to call onto the players the wrath of their
believers if they like their behaviour, or withdraw their God and tell them they have lost their powers for
support if their believers betray them. the rest of the session. If they continue to behave
that way, she must remove a Divine Upgrade from
Each God has a set of commandments that instruct fol- their character board without the chance of re-
lowers on their God’s desires. While their specific interpre- covering any experience points spent to acquire it.
tation may vary, it is commonly agreed that the Gods agree Players will need to make amends with their God
with many versions of the same concepts. and gain more experience to regain that Upgrade.
CULTS Following a God is a difficult decision that requires the
follower to live by a strict moral code without moments
In the universe of FAITH, most believers see their beliefs of weakness. Conquerors, activists, and movement leaders
as philosophies to live by and ways to live their lives. Faith are examples of the kind of people who are more likely to
and religion are not often followed through organizations follow a God and who are devout enough to be rewarded
or structured worship. with mighty powers. This is why only a very small minority
of the population has divine powers; those who have won
Some believers use mantras, stories, poetry, or song the favour of a God are often respected for their strong
to remind themselves of their God’s commandments, but will, and feared even more for their radicalism.
these are often personal or passed down by relatives.
There are no great institutions or organized religions that Witnessing the use of such powers is a thing of wonder. It
speak for their Gods. will often be the talk of the town for those that see it.

However, there are some cults that do follow these


practices, where one or more members lead. These cults AVATARS OF GOD
remain a minority, but they grow in strength as they are
led by believers with great divine power. Kalivan and Vexal The Avatar of a God has an indestructible faith and disre-
cults are usually found in iz’kal society as an organised gards all other ways and beliefs. He is usually considered
form of rebellion against the status quo, while Ergonaut a prophet by the followers of the same God and his words
and Hexian followings are more often found in corvo cities, are listened to, learned, and studied as sacrosanct.
also as a form of protest. Ledger has no cults and they very
rarely work together and when they do, like their God, they Some Avatars are so powerful, and their willpower is so
do it randomly. These cults prosper among those rejected strong, that they are capable of powers never seen before.

The Gods
by society, as they give answers to the echoing questions in Most are named from this special power: the most famous
the minds of those that do not fit. The cults, regardless of iz’kal Ergonaut prophet is known as the Necromancer, as it
their faith, attract some of the most radical believers of all is thought that he can bring the dead back to life. The leader
and many unethical choices have been made in the name of of the infamous Firebirds pirate organisation is called the
these organisations. Seer. Not only is he always where he is never expected, but 30
the Mocking Jay, his vessel, has never been caught, in spite

faith rulebook
of the combined efforts of all the megacorps and the many
GODLY FAVOURS well prepared ambushes it has suffered. It is thought that
Hexia has rewarded him with the power of clairvoyance.
The Gods of FAITH favour the most extreme kinds of
people. Most others have a little bit of every God inside There are many other prophets. Some remain mysteri-
them, and they do not follow any God exclusively. While the ous and their powers unknown, with the only things ever
relationships between the Gods themselves are adversarial, said about them is that their every desire seems possible.
the vast majority of the population of the Universe treats
them more like a pantheon, where each God represents a
different aspect of life and offers a unique perspective to
learn from. In general, most people do lean towards one
God, but they are unlikely to become fanatical followers.
A character who wishes to be rewarded by his God must
be very vocal and consistent with his beliefs. He must not
allow anyone or anything to prevent him from following
and practising those beliefs.

Characters must follow the commandments of their God if they want to be able to gain and use their powers.
These Divine upgrades are gained by spending experience points and their acquisition requires the approval of the
GM, who will be the ultimate judge of the character’s behaviour according to his God.

TIP: If a character continuously role-plays in a way that puts him against his God, the GM should consider what
other God fits him better and offer him to pledge allegiance to that God instead. He will lose all the Divine upgrades
he has now, but he will be able to gain new ones from this new God. If he were to change his God in an epic manner
(E.g. A Kaliva follower staying behind to cover the retreat of his companions while facing a certain death), the GM
can give him any number of Divine upgrades of his new God, up to the same number he had before. It is recom-
mended to keep it at one -after all, the character must still prove himself worthy to his new God in the long run.
ERGON
It has been proven time and again that collaboration beats competition. Those that believe
otherwise are not necessarily mistaken, but it is clear that they are following an agenda for
personal gain, costing society a great deal more than they can offer.

When will they see that power and money are merely a means to an end? Don’t they realise
that those things are pointless in themselves? We are social beings and we can only be our
true selves with others, and when freed from social stratification and differentiation. The only
true, lasting happiness must be shared, hopefully by all.

Ergon’s commandments
• All are equal • Thou shalt not hinder thy people

• Thou shalt bend thy will to the needs of the many • Thou shalt help others be their greatest selves

Ergon is interested in selfless people who see beyond Many cynics ridicule Ergonauts for being naive and for
The Gods

their own needs and realise that true fulfilment can only be being afraid to make their own choices. They miss the
achieved through a shared experience with everyone else. point: bending one’s will to the will of the many requires
more courage than just following one’s basic instincts and
Ergonauts have found a very simple truth: happiness desires.
31 must be shared. We are social beings, our lives are inter-
mingled, and we have to learn to work together. If one should doubt Ergon, they only need to see how
Ergonaut societies are the happiest and healthiest of all,
faith rulebook

They believe that they must put themselves forward and while places of inequality run rampant with crime and
sacrifice for others, sometimes even for those that do not hatred.
think the same way. True altruism does not expect anything
in return and Ergonauts like it this way. They only hope that Ergonauts do not believe that they are more worthy
they can help others find a way to see things in the same than others, but that others are as worthy as them. It is
manner. important for them to remind themselves that they are not
working to increase their worth, but to help others see their
They know that power and economical differences own worth in the eyes of Ergon.
are the root of all evil. Corruption, greed, fear, and envy
all come from these differences among people. Creating They do not see themselves as above anyone else and are
equality is the only way to banish these aspects of social willing to put up with whatever is needed to reach a social
alienation. agreement that benefits everyone as much as possible.
There is no ‘I’ for an Ergonaut, there is only ‘us’. It is not that
Ergonauts believe that there are extraordinary possi- they think they can speak for others, but that they wish to
bilities within ordinary people. The foundations of a great include everyone in their ways.
society are built by equal opportunity and equal respect;
equality grants people the opportunity to become their Personal needs, liberties, and desires are not that impor-
greatest possible selves. Ergonauts believe that people tant when one shares everything with like minded people. A
will reach beyond their current limitations only when given true Ergonaut will go to sleep happy if he helped everyone
the right conditions, and that it is important for everyone to else get some food, even if he is hungry. True freedom,
strive to be a part of and to create those conditions. from others and from oneself, is to be able to give every-
thing for a cause that one knows to be true.

“To truly have you must give. If you cannot give something away, it is that thing that
owns you and not the other way around.” - Hamid Al-Razim, Iz’kal philosopher
KALIVA
Nature isn’t as pure as one might think. Nature is ruthless and cares not for those who
fall behind. The strong prey on the weak and the weak on the weakest. Why can Nature be
cruel and not be judged? Why do we force ourselves to suffer this double standard? Have we
forgotten that we are just a small part of a whole?

An animal will do what it must to survive, and it will do it without hesitation. To survive is
the most important thing Nature asks from us. I am just another tiger making my way in this
jungle.

Kaliva’s commandments
• Thou shalt be above all • Thou shalt not bear a master

• Thou shalt not succumb to weakness • Each to their own

Kaliva respects only one thing in mortals and that is the as he deserves, he must work for it.

The Gods
will to improve oneself. Kaliva only accepts those who work
hard to achieve their goals and who are never satisfied with Followers of the other Gods defame Kalivans by calling
being in second place. For Kaliva, there is always a way, and them out as evil, as if they actively tried to harm others.
those that do not find it are not good enough. Such a notion is ridiculous to a Kalivan. All a Kalivan looks
out for is his own well being. This sometimes benefits other 32
Compassion and charity are flawed in the eyes of a people and sometimes it hurts them. It is the harsh neces-

faith rulebook
Kalivan. They show weakness and allow others to become sity of life.
lethargic and dependent. Each person must become their
own man or woman, and competition can only promote Kalivans are those that create themselves from nothing.
self-improvement. Only those that truly deserve it will Those who fight every step of the way. Those that let other
make it. people deal with their own affairs and instead put their
energies towards their own. Most of the Universe is led by
Everyone deserves a chance and Kaliva will grant it to Kalivans, a fact of which they are proud (and rightly so). But
them regardless of the prospects of failure. Failure is just they are not proud for other Kalivans who have achieved
a part of the learning process, no matter how many times their dream, as they are mere competitors; they are proud
it happens. For Kaliva, true failure is giving up, feeling satis- because this fact reinforces the belief they hold as the
fied with less, or being a parasite who lives off of the hard ultimate truth. While the followers of other Gods want their
work of others. futures to be handed over to them, Kalivans create their
own and shape the futures of those around them as they
Taking things for granted and not working hard are rise towards the top.
symptoms of a sick society that preys on the goodwill of
hard workers.

Feed a man everyday of his life and one is left with not
have a productive citizen but a pet. To allow someone to
rely on another person’s hard work is disrespectful, as
it reduces that someone to the bearable minimum of a
person. For a person to be truly able to express all of his
potential, and therefore feel empowered and as important

“Timid men prefer the calm of despotism to the tempestuous sea


of Liberty”. Thomas Jefferson, human politician
VEXAL
Trying to understand an animal’s true nature by studying one in captivity will provide you
with the wrong answers. The animal’s habits, behaviour, and mood are completely changed
from what they would be in liberty. Unsurprisingly, it is the same with people. When you hear
someone speak about our true nature as people, the dangers of it, and how we need rules and
laws to control it for our own safety, stop for a moment and think about this: the people behind
those propositions have never seen the true nature of our species. They are simply basing
their studies on specimens born into submission, fear, preconceptions, and rules.

We need to be free and we need to be equal to even start scratching the surface of our true
nature and all its possibilities. I think we will be impressed and humbled by them. I think we will
see that all the evil we suffer today is not in the roots of our nature, but instead yet another
tax of an oppressive, unjust, and controlling society.

Vexal’s commandments
• Thou shalt not bear a master • Thou shalt not restrict others

• Thou shalt think for thyself • Thou shalt benefit others


The Gods

Vexal wants his believers to understand that there is no do, but when they do choose to work on something they
particularly correct view on things. Everyone must search are very productive. After all, they are usually caring
for their own truth, as each individual may live in different and curious people, who live to get involved in things that
33 circumstances, and even then each person will probably matter to them.
change his own views with the passing of time. This is why
imposing a way of life and indoctrinating people has such Being an individualist does not mean that they won’t work
faith rulebook

terrible consequences. in teams, and they will do so for as long as the group has
no hierarchy and every voice is taken into consideration.
People who believe in Vexal are those who do not like to Usually these groups are formed around a shared need for
follow any rules, but they have a deep respect for others collaboration and only carry on for as long as everyone
and are always willing to give a helping hand. They do not considers it to be their path. However, if rules are imposed
take orders very well and dislike societies that pretend that and someone tries to make decisions for everyone else, the
everyone has to live by the same rules; they believe that Vexales will soon disappear in the wind.
each person should be treated differently but respectfully.
Vexales are usually adventurers, hackers, outlaws, or
They believe there will never be peace for as long as any other kind of free people. While they generally disap-
there is any type of hierarchy; there must be an absolute prove of vigilantism, which is seen as proud and egotistic,
dissolution of the principle and practice of authority. This they are not above carrying out their own forms of justice.
is why, while they will not sacrifice their own freedom for Vexales enjoy exposing the wrongdoings of corporations,
anyone, they might be willing to sacrifice their own life for states, and any form of imposing power. Their social criti-
a good cause. cism has shaped the perceptions of many societies, and has
caused the rise or decline of many corporations and politi-
While they have a reputation of being poor team players, cians. Everyone must be an activist for real change to occur.
many Vexales have proven that they are extremely hard
working people. Understandably, they want to choose their
occupation and they will not be happy when told what to

“Very few people are smart enough to understand their own real needs, and even fewer are
smart enough to understand the needs of others. People with power are more likely to do
more bad than good, even if they have good intentions.” - OIDIA, [Unknown species] hacker
HEXIA
At their core, people are simply a combination of complex, ongoing chemical reactions
that are constantly responding to their environment. The illusion of choice is powerful and
deeply rooted in our rational minds, because there is a tendency to separate the self from
the chemistry that runs our bodies and minds. The truth is that we are the chemistry, and
chemistry works by following rules, not choices.

When you are in a laboratory and a chemical reaction goes wrong, you do not yell at the
test tube, and you do not blame it on the evilness or laziness of the compounds - they have no
choice in how they react. People are like chemical compounds: they react as such, and they
should be treated as such. And sometimes, one compound needs to be removed to save the
whole reaction.

Hexia’s commandments
• Thou shalt pursue knowledge and expertise • Thou shalt show others the way

• Thou shalt set the greater good above all else • Thou shalt not bend your will

The Gods
Hexia looks for people willing to use their genius and strongest power, because those that have the most re-
power for the common good. Instead of forcing them sources have the best chances of winning and securing even
to submit to the ideas of others, Hexia encourages free more resources. Power is thus accumulated in one end of
thought and for people to spread their own ways. society, which in turn enables said end to gain ever more 34
power in a never ending cycle. The final picture is something

faith rulebook
Hexians want the best for all people, but they understand very different from democracy and way less pretty.
that most people are brainwashed or unfit to decide what is
best by themselves. Hexians have come to terms with this Hexians want a society for everyone but it is clear that
sad reality, and they will follow their ideas and try to make letting everyone decide has the grave danger of ending
them a reality for everyone else, even those that do not ac- up following the decisions of the most powerful. Hexians
knowledge those ideas as true and good yet. Hexians know are tired of trying to convince people of complex ideas to
that once their ideas are established, people will be capable improve society, and of being defeated by charmers selling
of collaborating and forming a true community in which short term happiness and easy ways out.
everyone will learn to overcome their personal desires
and to see through lies and manipulation. Mediocrity will be Their ways are sometimes unethical, sometimes
raised to greatness. criminal and most of the times so grey that they are really
hard to explain on their own. But Hexians look at the bigger
Democracy is a beautiful and necessary concept, but picture: they understand that some steps will be harsh
in an unequal society it is destined to fail. In a democracy when creating the path to a new way of living.
there are different powers, lobbies, groups, associations,
industries, and many other kinds of pressure groups. It is the duty of a good Hexian to find ways to improve
Choices are made based on what is possible and allowed by society, regardless of what people might think. What
those powers. As they are not constant nor in agreement, is truly important is that their grandchildren will live in a
changes proposed by many different and conflicted powers better place. History will recognise the efforts of the just.
can take place. However, the general trend is obvious and
logical: in the long run most changes lean towards the

“In chemistry, when you want a specific reaction to occur, you do not throw in the mix your favour-
ite compounds. You study it and use the elements that, under the conditions given, will most likely
produce the desired reaction. In politics you should do the same.” - Xiang Yi Lee, Corvo politician
LEDGER
He has a voice that is like fire. Whenever he speaks worlds burn in the pyres of passion.
They think he is a visionary, and follow him by the millions. But he is just a primal being of
unleashed desires.

Ledger’s commandments
• Follow your impulses • Do not obey others

• Do not sow • Confuse

Ledger is the God of those who want to see the world Ledger, which makes everything very confusing for police
burn, or who think that life is a joke that should be pushed forces, who are forced to adopt code names for each one.
to the limit. There is very little sense in what a follower of This makes Ledger giggle. All of them.
Ledger does, because they do not benefit anyone, not even
themselves. Ledger is the only God without an organised cult. Most
Ledger believers are unstable enough to be too dangerous
People believe in Ledger for all kinds of reasons. Some for each other. They are surely unstable enough to be a
think that the sentient species bring evil to the Universe danger to themselves. But it is in the nature of Ledgers to
and should be extinct, some desire revenge for the pain not care for themselves, and sometimes misfortune brings
The Gods

they have suffered, and some do things that do not benefit a few together and horrible things happen. They never
anyone, for reasons not understood. Many simply find last very long, as even Ledger himself, in all his might, has
joy in causing chaos, from compulsive internet trolls and trouble keeping his followers alive. It is not known if he even
pranksters, to mad terrorists with no clear ideology behind cares.
35 their actions. Ledger gives these people an outlet for their
madness and a purpose where there is none. In order to bring even more chaos to the Universe, Ledger
grants powers to his believers that allows them to pretend
faith rulebook

Ledger believers are usually considered dysfunctional to believe in other Gods, so many of them have been found
members of society, and a danger to others and themselves. in other Gods’ cults. It is every Ledger’s dream to become
When confronted with these accusations, Ledger followers a prophet of another God. They enjoy long and elabo-
have responded with these answers: “No answer”; sets fire rate ongoing jokes, so it is possible that this has already
to his hair; “you are the sick ones, sugar coating life with happened. A Ledger can take a joke so far that he might
biased ideology and social constructs based on miscom- even increase the reach of the God he is falsely following,
municated knowledge and values from older generations taking his joke to the grave - or he might blow up a cathedral
whose ways of living were meant to satisfy different needs and cause a war between two cults instead. Who knows.
than those of yourself, which causes you to live in a broken
society of lost people incapable of adapting to a system
that has lost sight of the true nature of its citizens”; “how
would I know?”; “you are simply a fragment of my subcon-
scious being, don’t bother me with stupid questions.”

Those who believe in Ledger are unorganised and are


loose in their moral behaviour. Their actions bring confu-
sion, disorder, and chaos.

The most devoted believers give up their previous lives


and become ‘ghosts’ by abandoning or killing those they
knew, burning their fingerprints, and ingesting drug cock-
tails that mutate their DNA, so that any traces of who they
were are destroyed. Every single ghost calls themselves

“The whole point of having an opinion is to piss people off” A Ledger


The Gods
36

faith rulebook

bring “The
the true faith to them .
whole point of having an opinion is to piss people off” Ledger.
QUICK CHARACTER CREATION GUIDE
Choose the gender and species of your character and Set your Attributes at 1. Then, distribute 10 points
write them down at the bottom of the rectangular space on of experience between your Attributes and/or acquire
the left side of the sheet. The species will determine some Upgrades. Attributes have a cost on experience points
traits and attribute limits. Write down the traits of your equal to twice the level they currently have. Each Upgrade
species in the Upgrades section of the sheet. has its own cost.

- Corvo: Agility and Constitution limited to a maximum Calculate and write down your physical health (double
value of two; Technological: they start with one Cortex your Constitution) and your neural health (double your
Connector (it does not count towards the number of Tech Mind) in the corresponding space.
Upgrades they can have); Tail reflex: may use the tail to
connect a cortex connected device, if it is about to receive Choose your equipment. Use the credits granted by
ACS damage due to a Hacking action it will automatically your Profession to acquire pieces of equipment or appeal
disconnect and avoid the damage; Spaceborn: one advan- to the GM using the background of your character to help
tage towards actions using EVA. her decide whether you should have any additional equip-
ment to what your credits can buy. It is recommended that
- Iz’kal: Link and Constitution limited to a maximum value characters start with only a few pieces of gear and have
of two; Aquatic: can hold their breath for 8 minutes per them gain new equipment along the way.
Constitution point, twice that if idle; one advantage while in
The Characters

the water; CHOOSE Hyperlink: may link with up to 5 other


Iz’kal up to 30 metres away and confront actions that ADVANCED CHARACTERS
affect them OR Voidwalker: recover up to as many neural
damage as their Faith each Maintenance Phase, and ignore If you want to play with an advanced character you can
neural damage skill penalties while using Divine Upgrades. use these rules that will let you create a character with the
experience of around 12-15 sessions of play.
37 - Human: Link and Mind limited to a maximum value of
two; Resourceful: draw up to 8 cards instead of 7; Endur- - Skills: Set one Skill at 7, another at 6, two at 5, two at 3,
ance: one advantage towards actions using Athletic. three at 1 and the last three at 0.
faith rulebook

- Raag: Link and Dexterity limited to a maximum value - Attributes and Upgrades: distribute 24 points of experi-
of two; Old Bones: ignore the penalties of two physical ence according to the costs previously explained.
damage points, and can predict storms; Titan: two addi-
tional points of physical health, and one advantage towards - Ask the GM how many credits she will grant you to
Constitution actions. purchase equipment, and use them wisely.

Choose one of the four suits to be the Affinity of your


character. It represents the places where your character
grew up, trained, or the kind of place in which they feel at
home.

Choose a God. The God of your character relates to


what kind of person they are. The GM has the final word
on which God corresponds to each character after the
players describe how they want their characters to be.
During gameplay you might change your God’s allegiance
to another one if your character changes their path in life,
or choose not to follow any God.

Choose your Profession with the approval of the GM. It


is one of the most important aspects of your character, so
think hard on how you will use it further down the road to
influence the development of the story. Will your Profes-
sion be relevant then? If not, choose a different one.

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.

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