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FAITH: Sci-Fi RPG Starter Campaign Guide

The campaign introduces a crew of misfits who have ended up traveling together on an old spaceship out of necessity. They have curiosity which has led them to live adventures in undiscovered worlds and see things no one thought existed. The introduction provides background on 4 pregenerated characters for new players to jump straight into the action without needing to create their own characters from scratch.

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David Casteel
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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67% found this document useful (3 votes)
633 views20 pages

FAITH: Sci-Fi RPG Starter Campaign Guide

The campaign introduces a crew of misfits who have ended up traveling together on an old spaceship out of necessity. They have curiosity which has led them to live adventures in undiscovered worlds and see things no one thought existed. The introduction provides background on 4 pregenerated characters for new players to jump straight into the action without needing to create their own characters from scratch.

Uploaded by

David Casteel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PRODUCERS Vidya Bodepudi Virginia Tapia

Jon Egia Romn Gmez Serrano WRITERS

Helio de Grado Fernndez Javier Gmez Serrano Carlos Gmez Quintana

GAME DESIGNERS/DEVELOPERS Mehdi Ben Slama Mauricio Gmez Alonso

Carlos Gmez Quintana Kurunandan Jain ADDITIONAL WRITING

Mauricio Gmez Alonso Kasper Luiten E. G. Quinzel

Helio de Grado Fernndez Stephany Jaiquel Mike Foster

GAME DESIGN COLLABORATORS Douglas Peacocke COPY EDITOR

Jacob Torgerson James Robinson Jeffrey Lee


COMMUNITY MANAGER ARTISTS Tyler Ryan

Jon Egia Vukasin Bajic Yong Yi Lee

LEAD GRAPHIC DESIGNER Aleksa Bracic Zabi Hassan

Aleksandra Bilic Marco Brunelleschi Dhenzel Obeng

ART DIRECTOR James Combridge Hakeem Rafai

Carlos Gmez Quintana Shen Fei J. R. Barker

LEAD ARTIST Eduardo Garca FEATURED ARTIST

Milan Nikolic Ivan Jovanovic Anthony Jones

Lukasz Poduch

An RPG by Burning Games.


FAITHS STARTER CAMPAIGN
Thank you for your interest in FAITH: The Sci-Fi RPG. This The ravager live in large colonies that have a single
PDF tells the story of the first campaign we will offer for female mother that gives birth to different mutant males
free set in our Universe and played with the FAITH game using the genes of the species they consume to improve
system. Using this file a GM can easily drive his players their species and make new specialized specimens. The
through an intense story, even if he is not very well versed ravager are developed technologically, not just mindless
in RPGs in general or with the FAITH system in particular. monsters. They attacked the freighter to obtain new genes
and materials.
The campaign is set around scenes in which the players
will interact with their environment, make decisions, and During the game the characters will move from one
sometimes fight for their lives. The characters of the room to another in a huge space freighter where the power
players for this campaign have been pregenerated so you is no longer running and face many struggles. There are
can start playing straight after reading the rules. many different posible endings for this story depending on
the players choice. We hope you have fun discovering the
They are a group of misfits that were travelling through hidden secrets of the Cluster One Freighter.
the Labyrinth and by chance received a distress call from a
Corvo Freighter. When they follow it they discover that it While navigating this file you will find text in three
was attacked by a species that was thought to be a myth of formats:
deep space: The ravager.

This is a narration that you can either read out


loud to the players or paraphrase, it gives a sense
of the scene to the players.

This is information text, for your the GMs eyes only.


starter campaign

It will tell you the truth behind what is there and what
happens to the players and what they discover.

This are notes that we think you should keep in mind


related to the different aspects of the scene.

Additionally, when the text of a scene tells you to go to


another scene, you may click on the name and the link will
bring you there inmediatelly. That way you dont have to
look for the scene up and down. Per example: CLICK HERE
to go to the nex page.
INTRODUCTION

You are a crew of misfits, and for one reason or another you had to get away from your native world and
somehow ended up together in this old spaceship. One thing you have in common: Curiosity. You have the rare
chance to live adventures in Worlds never discovered before, see things that no one thought existed and meet
creatures that you might never understand. You all have your backstories, your fears and your regrets but now
you have the opportunity of creating yourself anew, do not let the opportunity pass.

Note 1: When you confront the actions of the players first ask yourself what it is that confrontation going to add to the
story. Save your cards and only confront players when it can cause interesting situations and to add drama. Let minor
things succeed automatically, focus the story and have your players on their toes.

Note 2: Never side with the player in a confrontation and do not force NPC to fail actions playing low cards from your
hand for them. Otherwise you create a deus ex machina effect that kills the thrill of the game. If you fear a character might
die before his time you can have the NPCs focus their efforts in other players and maybe play a normal card from your
hand as the last card of the NPC to aviod the possibility of the NPC drawing a court card and performing a critical success.

Note 3: Force the players to put the beliefs of their characters to the test. See if they can handle it, reward those that

Introduction
do and punish the ones that fail.

Usually, players create the backstory for their characters with the guidance of the GM, but in the following pages you
will find short introductions into the background of pregenerated character for this campaign. These are for those of 4
you who might want to jump into the action straight away or do not feel comfortable enough while RPGing to create your

starter campaign
own character from the ground up. All the neccesary tokens to play these characters are those already presented on the
Character Boards before punching them. Therefore, you do not need to learn the character creations rules before playing
a session and getting a feel of the whole thing.

There are 4 pregenerated characters prepared for this campaign, as many as character boards come in the Core Set.
You can play with more or less players, to play with less, just remove those that the players find less attractive, in order
to play with more, you will have to actually create those characters from the ground. You can do so using additional
character boards that you might purchase separately (or from additional core sets), or you can print regular character
sheets on paper from our website.

Of course, it is possible to play this campaign with characters created by you and your friends, just bare in mind that
some texts in this document might relate to a specific pregenerated character - you, as the GM, will have to pharaprase
those.

Let the players talk by turns and tell each other their stories, remind them that they can keep any details of their stories
from the others if they wish. Once the story of how they met is settled you can move on with this story.
MEERA
SPECIES: Izkal. AGE: 27

PROFESSION: Pilot. She was one of the most promising GOD: Ergon.
young pilots from Erthum; and while her reputation has
suffered from the recent events, there are still plenty of ASPECTS: Love for speed. Banned from racing in Erthum.
people in the industry willing to help her out. She knows Blood makes her anxious. Teamplayer and good listener.
the ins and outs of the racing tracks and the ships they use.

Meera was born to be a doctor. However, her been payed off to lose. She was accussed of being
genetic artist should had been fired, because soon participant in the plot and she was disqualified from
enough she showed she was not cut for it. Blood racing for life.
made her ancious and most complex medical
concepts went over her head. With a broken heart, she decided she did not want
to live in Erthum anymore, a place that had shamed
She then went through all kinds of trials in which her without reason. She travelled to the closest
the social organizers tried to find an appropiate job Corvo colony where she bought a tiny spaceship
for her. They found out Meera lived for speed when with the money she had won. Now she would travel
The characters

whe was cought by the police speeding while going the Universe.
to a test.
Being a true follower of Ergon, everone around
She joined the racing scene and soon became a her always feel relevant and listened to. Iit was not
promising favourite. For three years she had a blast hard for her to put together a crew of misfits to
and classified for the planetary championship the travel with her.
5 following year. After the race, it was discovered
that in the undergorund scene illegal online coin had Sadly, there is no one to race against in space, but
been beat on her and that the other favourite had at least it is harder to crash.
starter campaign

Judgment
Instant. Suffer two neural damage.

The soulbender can pick any character in his line of sight that has just played a card. The soul-
bender discards as many cards as his Faith from the top of his deck and replaces the value of the
played card with the value of any one of the cards he has discarded.

Cortex connector
A cortex connector allows the character to use devices that require it. The device connected to
the cortex connector can be changed with one action.

Meeras gear cards


Weapons: Decognitator. Other items: Smart clothes, (2x) adrenaline shot, rhinoskin, and 18,800
credits.

Experience points:
Meera starts with 1 EXP point saved up, which she did not spent on character creation.
YING
SPECIES: Corvo AGE: 23

PROFESSION: Debris collector. He knows how to operate GOD: Vexal.


the machines and is acquainted with many people in
Tiantang. Lee is his mentor, he might be willing to help him ASPECTS: Wanted in Tiantang for theft. Owns his life to
when e has nothing to lose or if he can get something in Lee. Geeky.
return.

Ying is a young corvo who was born in the bottom to enter spaceships and hack his way into whatever
of a 0-G space freighter in Tiantang. While most riches Lee was after.
kids like him end up in a gang or working on some
terrible manual job, he stepped up. Ying never felt good about doing it, but he could
not reject Lee. He was also able to help other kids in
Under the wing of the old crook Lee, Ying started his neightborhood with what he robbed, which was
working as a debris collector cleaning up the routes an upside. He wanted to be to them, what Lee had
of spaceships to keep them safe from colliding been to him, without forcing them to commite any
into pieces of junk. It is a highly rewarded job that crimes.

The characters
requires top-notch training.
During one of his raids in a luxury spacecraft he
Lee also trained him in the art of hacking from a was discovered and had to escape. Ying entered the
young age. Ying has a gift for finding backdoors into Labyrinth and wandered for many days until he was
any software and Lee used his skills to rob many rescued by Meera. She took him in her crew without
wealthy corvo. Ying used his debris collector gear asking any questions. Everyone has got to have
their secrets. 6

starter campaign
Heterothermy
The heat signature of the character will blend with the environment and will be indistinguishable from it.
Additionally, the character can hibernate for periods of time of up to 1 week per Constitution point. During
hibernation, the character does not need to eat or drink and he only needs half the regular amount of oxygen.
Suffering damage or other extreme sensorial disturbances can wake a hibernating character up.

Implanted processor
The character has a rig implanted in his brain with a physical connection in his skull. It works
as if it was cortex connected. When installing this Upgrade, the character must choose between
any of his readily available rigs to be the Implanted Processor. This does not show externally.

Additionally, the implanted processor allows its user to instantly read and understand all data found
online or downloaded to the rig, and to perform calculations as fast as any other computer. The character
can send and receive radio signals with his brain up to a thousand kilometres away.

Yings gear cards


Weapons: None. Other items: Elysium rig, and a 2,000 credits debt with Lee.

Experience points:
Ying starts with 0 EXP points saved up. His character has 2 EXP points over a regular starting
character because of his implanted processor upgrade, which he managed to afford through his
crimes. In exchanged he is a fugitive, which may or may not have an effect on the story in the
long run.
REMKO
SPECIES: Human. AGE: 43

PROFESSION: Military contractor. All the people he knew GOD: Vexal.


are either dead or in cryostasis somewhere else. At least,
he still remembers the training and the system. He knows ASPECTS: Resents the corvo. He will not rest until he
the cruel and dirty world behind the cortain. discovers what happened to his comrade.

Remko has been in cryostatis five times. He However, he had never tried to break his contract
has wierd dreams, but he cannot tell if they are and he never went rogue. He feels old.
actual memories or what his mind has created to
fill the gaps. He was born in Earth, which gives him The last time he awoken from cryostasis was a
a useless feeling of pride and belonging, as if that shock: The ship was out of power, and the floating
planet ever cared for his sorry ass. blood and corpses was the only thing left of the
crew. All the other cryostasis pods were broken
He hates the corvo. He hates the way they trained and empty. His old friends now were stains on the
him, the way they gave him a purpose in life. But walls.
The characters

what a terrible purpose it was. All the deaths, the


suffering, the hate, was there ever a point? Remko almost went mad living in that empty
and broken ship for half a year, until Meera by pure
What a monstrous feeling, the pride he used to chance responded to the emergency beacon signal.
find in his achievements in the field, and the kills He was happy to join with them and promised
he scored. Could they not have left him to root on himself to never again work for anyone else than
7 Earth, buried in his misery? himself. He joined the ranks of Vexal.
starter campaign

Endocrine control
The character draws a card every time he receives any amount of physical damage from an
external source. Additionally, the character ignores half his physical damage counters rounded
down when calculating the value of his Skills.

Unyielding resolve
Instant.

I - Suffer one neural damage. The soulbender can ignore all Skill penalties caused by physical
damage until the end of the round.

II - Suffer one physical damage. The soulbender can discard two neural damage counters.

III - Suffer one physical damage. The soulbender can play one additional card during his current
action.

Remkos gear cards


Weapons: Savant. Other items: None.

Experience points:
Remko starts with 0 EXP points saved up. His character has 1 EXP point over a regular starting
character because of his age and experience.
AKRAM
SPECIES: Izkal AGE: 39

PROFESSION: Martial Artist. While trained in the sacred GOD: Hexia.


martial art of the Izkal, the furusiyya, he was expelled very
early and most of its secrets remaind so to him. He is aware ASPECTS: He would give anything to disvocer the secret
of the most general information only techniques of his art. He hates the masters of the Furusiyya.

Akram was selected by the school of Furusiyya He was since an outcast, wandering from one,
at the age of six. He was told he would become a department to another, never itting anywhere,
warrior, a martial artist born to defend his nation. until he decided he would go away to learn new
He had been genetically manipulated before birth techniques from other martial artists and come
and he had showed aptitude. At the time he did not back to Erthum to create own school; one where
really understood what they were talking about. new ideas would be hear.

Through the years, he proved he had what It was He had already travelled through several exits of
needed from a great warrior. Sadly he also was a the Labyrinth and spent most of his money when he
terrible student and his ideas always clashed with meet Meera and they decided to join forces with her

The characters
those of his masters. He loved his fellow Furusiyya and investigate new places together. Who knows
students but he did not agree with the methods what species they could meet in their travels, what
and the Mds of the school. During a verbal arts and techniques they could learn. He will show
confrontation with a master, he misread a gesture his old masters that they were wrong and how the
from the master as an attack and took him down. He art of the sword needs to be updated.
was immediately expelled. 8

starter campaign
Nano hooks
The character can attach himself to a wall or ceiling with his bare feet or hands. His movement while
suspended is reduced to half and he is still in plain sight unless otherwise concealed.

Altered reality
Action (Initiative). Suffer one neural damage.

The soulbender can teleport in a straight and unobstructed line.

I - The soulbender can teleport up to 10 metres away.

II - The soulbender can teleport up to 20 metres away, or teleport up to 10 metres away with one
advantage towards this action.

III - The soulbender can teleport up to 30 metres away, teleport up to 20 metres away with one
advantage, or teleport up to 10 metres away with two advantages towards this action.

Akrams gear cards


Weapons: Vibroblade. Other items: None.

Experience points:
Akram starts with 0 EXP points saved up.
SCENE: THE BEACON

The story begins in yet another day in the Labyrinth, the greatest wormhole of them all, with corridors the size
of solar systems and thousands of exits to undiscovered Worlds.

For the first time you want to take the risk of going outside the known zones, far away from where your maps
end. It is time for a true adventure, which could very well be your last.

Only a few hours into uncharted territory your controls reveal a rescue beacon signal coming from far away. It
is the beacon of a space freighter from Nations Solution, one of the largest megacorps in the Corvosphere. It only
takes you a few moments to realise that it is the same kind of beacon you heard the day you rescued Remko from
a certain death

Let the players talk about it and wonder. The player


playing Remko should have a lot of interest in going to the
rescue. The Vexal players should be willing. If they dont,
remind them to play in character, if they do not follow the
beacon signal warn the Vexal believers that their God might
take away a power from them.
The Story

The beacon signal takes you through one of the


exits of the Labyrinth, your logs have no informa-
9 tion about it, either because they are not up to date
or because this exit has not yet been explored. It
takes you to a star system with a bright but small
faith rulebook

star with a few planets orbiting it, but your atten-


tion is soon caught by the huge space freighter in
front of you.

At first sight you can tell that it is out of power.


The engines are off but they are always off if the
ship is not accelerating. What is surprising is that
the ship is slowly turning in circles. Most likely it did
not exit the Labyrinth by choice but chance. It is now
continuously looping around the same area of the
wormhole.

The space freighter is enormous, a triple A class cargo ship that can move millions of tons at a time. The ship
itself is a structure designed to hold six cargo shuttles that are used to descend to mining colonies and come back
fully loaded with all sorts of cargo in containers.

The cockpit and most of the rooms and the hangar are in the front of the ship, and the engine room is 400 meters
behind, joined by a large spine that holds the six shuttles underneath.

Before you come out of your astonishment the freighter keeps turning over itself and reveals that the hangar
doors are open

Let the players discuss their next steps. If they have questions about the ship inform Meera of the technicalities about it -
she should know them. If they want to know more about this particular ship, not the model, ask them to explore around it. If
they decide to do directly to the open hangar go the SCENE: THE HANGAR, if they want to explore around go to SCENE: THERE
IS SOMETHING IN THIS SHIP.
SCENE: THERE IS SOMETHING IN THIS SHIP
WARNING: If the players went directly to the hangar do not play this scene out.

As you slowly move around the freighter two things come to your attention: The fourth shuttle has been
damaged rendering it useless and something seems to be stuck on one side of the freighter. You quickly zoom
digitally into it and the powerful camera of the ship shows you a high quality image of an strange shaped ship
encrusted into the freighter.

The area of contact is melted metal. Somehow that organic looking ship assaulted the freighter. In
disbelief you realise that the strange ship seems to be pulsing, like a living organism or an oversized organ.

The players have never seen anything like that ship, it atmosphere, so they are forced to land on the hangar.
does not belong to any of the three known species. Let
them discuss it for a while and play mysterious. If they try If they get hit by a critical success each character takes
to approach it or run away, the ship starts attacking them. 1 point of physical damage (We do not recommend you to
If they decide to go for the hangar it does not do anything force this to happen). Go to SCENE: THE HANGAR.
and go to SCENE: THE HANGAR.

The Story
In the unlikely event that the players dodge the attack if
If they are attacked play for the alien ship, which has they go for the hangar let them do it and if they try to run
ballistics 5 and plays three cards, it has caught Meera by away from the scene, have the alien ship attack them again.
surprise and has advantage over her. The ship of the players
has no offensive measures, it can only try to dodge and run Their ship is now useless and they must find a new one 10
away. If they get hit, explain to them that the engine of their or fix the freighter to get away. They cannot even repair it,

faith rulebook
ship has taken too much damage to enter the wormhole because they are missing vital parts.
safely and that their shields are low - they cannot enter an

SCENE: THE HANGAR


The hangar is as dark as the guts of space. Dim Let the players know that they all have spacesuits.
and distant as starlights, the emergency lights These spacesuits have oxygen for 2 hours, they have small
create more shadows than lights. You can only hear but very weak thrusters to move around and they have a
the sound of your own breath. The lights of your torchlight in their helmets. Remind them that if they take
ship reveal what is in front of you, while the corner any physical damage while wearing these suits and they are
of your eyes reveals a darkness full of imaginary in the vacuum of space they will die within minutes because
monsters. of the space exposure.

You can see a supervising room overseeing Once the players have landed their ship and they get out
the hangar, empty and dark and four doors, one they can try to go directly to the interior of the ship, go to
that takes you into the ship, other that seems to be SCENE: CORRIDOR or they can try to explore around and
a storage unit and two that have a restricted area check any of the other doors.
symbol on the door.
If they go into any of the rooms, apart from the corridor
The small repair ships are held on one of the walls they need to either dismantle or hack the door lock. They
of the hangar, full of compartments like a hive; one can use an Omnitool or, if they want to hack it, they must
of the ships is gone which explains why the hangar connect themselves to the lock and power it up (Remember:
door is open but it does not explain why it was left the ship is out of power!).
open or why the repair ship is nowhere to be seen;
such a ship cannot fly very far from the main ship THIS SCENE CONTINOUS IN THE
and hope to survive. NEXT PAGE...
SCENE: THE HANGAR (CONT.)
The lock of each door has Firewall 5 and plays two cards, Because there is no power on the ship you cannot open it,
if a character fails a hacking action the lock gains an advan- it requires so much power that Ying realises that the only
tage against him if he were to try again. They can powered way to open that door is to reboot the engine systems. For
up the locks by: this they need to go to the engine room or the control room.
They know about these two areas because they have basic
1. Pulling a cable from their own ship. tknowledge of the structure in normal ships.

2. Power it with the rigs energy itself - if you confront it If they go to the repair ships area they can get inside
successfully you can tell the player that the rig runs out of those ships, fly around or even use them remotely with a
energy and does not work anymore until recharged. rig. If they explore around the freighter that can take them
to SCENE: THERE IS SOMETHING IN MY SHIP. They can see
3. If a player tells you he is carrying a battery and it does that the 4th landing shuttle needs repairs and they can
make sense according to his profession. perform those. If they do they can later on detach it from
the freighter from the control shuttles.
Inside the storage unit they find four space suits similar
to theirs and whoever has highest survival among those If they go to the restricted area #2 (the one furthest
searching finds a Survival Suit and an Omnitool. away from the hangar door) they discover that it does not
have a double door, if they do not hold themselves to some-
Hand him over the the cards for both gear pieces. That thing or move away when they open the door they can fly
player can hide the omnitool from the others if he wishes away against one of the walls. Nothing happens but they
The Story

to. should feel scared. Then play SCENE: THE BROKEN PODS. If
they do not go to this area before going to the corridor, then
If they go to the restricted area #1 (the one closest to the Harvesters that they would have found there come out
the hangar door) inside they will find an intergalactic ship, and break their ship, after that they will attack them if they
11 capable of flying through wormholes and enter atmos- enter the hangar again.
pheres of planets. The ship is in excellent condition and
it can be operated. The only problem is that t does not fit Go to SCENE: CORRIDOR.
faith rulebook

through the door you just entered; there is another hangar


gate in this new area but it is closed.

Note 1: A crewmember escaped inside a repair ship in such a hurry that he did not close the hangar airlock behind him
before opening the outer gate, which means that all the air inside the hangar has been sucked into the vacuum of space.
This crewmember tried to escape through the wormhole and he is probably going to die soon.

Note 2: There is no artificial gravity in this spaceship, keep this in mind and remind it to your players. Shooting firearms
makes you fly away if you are not holding yourself on to something, and you can move in any direction using EVA instead
of Athletics for any physical action.

Note 3: There cannot be sound where there is no air. While in most of the ship there is air (no gravity, but air) in the hangar
there is no air therefore you can only hear yourself and others through the radio, nothing else.

Note 4: All the doors are double, so you can close a door behind you before opening the next and that way the air is not
lost. If both doors are open the air within the room will have anyone who is not holding tight on to a wall, floor or ceiling
fly away. If they restore energy in the freighter they can close the hangar doors and the atmosphere will be restored in
all areas.
SCENE: THE BROKEN PODS

The door opens with the laziness that characterizes most movements in space and while no sound can be heard,
in your minds you imagine the squeaking sound of an old rusty door. Inside there are no emergency lights, darkness
is absolute. Your heads and eyes move trying to cover everything, because in space danger can come from any
side. You see boxes upon boxes and a row of four cryostasis pods. All of them are broken and three of them are wet
with blood. There are pieces of clothes everywhere, as if bitten by a rabid dog. The only things left of the humans
kept there are the non organic parts, their watches, their radios and their belts.

You all look at Remko with pity, Remko only has eyes for what he sees and what he has seen, the memory
of a very similar moment.

Ying feels a current of air on his shoulders, he shivers. Then he realises: It cannot be, there was no air there, what
he feel had to be the touch of something

There is one harvester (level 2) hiding in the darkness. The human is called Ivan and he is badly hurt, there is
Find the card on the NPC deck and set it apart, but do not let not much he can do for you apart from keep you update on
the players see it yet. Familiarise yourself with its abilities, the movements of the monsters. If you do not offer your
so you may create an interesting fight. Per example: He help he will desperately ask for it in the radio. Make sure
deals neural damage, it would be good if he targets charac- the players feel the need to help him, adding drama and

The Story
ters with low neural health. He also discards neural damage interest to what is to come.
really fast, so you may not confront a neural attack if you
rather use your action or counter against another player. Go back to SCENE: THE HANGAR.

The players can perform a search action. A search action 12


is a Passive action, performed with the Survival Skill and

faith rulebook
the Mind Attribute and it is confronted by the NPC with
the Mental Skill. During the search action do not show the
players any info about what they are looking for, simply let
them know that something confronts them.

If one or more players finds the harvester they start the


fight as normal, if none do, they will have a disadvantage
through out the first round of said fight.

Have the players start an initiative round.

After the fight with the harvester is finalised the players


can explore around. They will realise that it seems like one
of the humans in the pods escaped, while the others were
killed inside their pods. They find a neural grenade, give
them the relevant card.

Remind them that they find the watches, the radios and
the belts. If they take a radio they can now communicate
with the surviving human.

The surviving human is hidden in the capitans room, he


went there to try to get the code for the door to the inter-
galactic ship - He tells the players about the intergalactic
ship if they have not yet discovered it. He is now hiding there
because there are monsters lurking around and he does
not dare get out. The monsters apparently sees in infrared
because they were able to find one of the crew members
hiding with a stealth suit. Needless to say it ate him.
SCENE: THE CORRIDOR

The door takes you to a round and big corridor that goes up, or such is your impression as you must look up when
you enter it, but what does any of this mean in space?

The dim emergency lights help a little bit, as they are set around the different doors. Apart from the doors the
only things you find in the corridor are handles so people can push themselves up or down - again useless terms.
The corridor is large enough for all of you to move through it without needing to make a line.

The doors have written on the sides where they take you, there are three in addition to the one that takes to the hangar.
Scenes you can go to from here:

SCENE: THE HANGAR

SCENE: THE CONTROL ROOM

SCENE: THE CREW AREA

SCENE: THE CORE


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To go from any of those scenes to another of those scenes the players must move across the corridor. When the
players move back to a scene they have already played out, do not repeat it, instead communicate them that they have
nothing to do there, unless they forgot to do something, in which case they might explore further to get that done.

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SCENE: THE CONTROL ROOM

Sadly the control rooms of spaceships are not as impressive as people imagine them to be. There are not
thousands of bleeping lights and buttons. There are not screens everywhere and dozens of workspaces for each
specialist. There are only three seats in front of an empty wall and each seat has a connexion at the height of the
neck, there the three pilots can connect themselves to the ship, and become the ship.

They no longer need to read or see the information, they know the information, it is part of them, like childhood
memories or the concept of self - all that occurs within the ship is uploaded to their minds in real time. As soon
as something happens, the pilots are aware, and the partial AI of the ship also uploads to their memories all
forms of solutions within milliconds after contrasting what is happening with its memory banks. Pilots do not
need to read, compare, or analyze anything. Their job is to make decisions.

If the players look around they find logs about the crew
(which is composed of 30 corvo members and 4 human
soldiers in cryostasis in the restricted area #2, next to the
hangar). Additionally they find a digital map of the ship,
which they can download to their hardware. From now on

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you must tell them where each room takes them.

If someone with a cortex connector connects himself to


the spaceship he can try to power it up. To do so, they must
do one of the following: 14

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1. Power it with the Survivals suit solar power if they
found it.

2. Power it with the rigs energy itself - if you confront


it successfully you can tell the player that the rig runs out
of energy and does not work anymore until it is recharged.

3. If a player tells you he is carrying a battery and it does


make sense according to his profession.

While connected to the ship they learn that the ship is


actually on working conditions but needs to have its power
restored. They find out the route of the ship, it was going to
a mining colony to drop heavy machinery and pick up ores.

Let them know that the beacon signal is still working, if


they ask let them know they can turn it off. If they do not
pirates will arrive if they stay to repair the ship after finish-
ing this Starter Campaign.

They can hack the camera system that has Firewall 2 and
plays three cards. If they do, they see a monster going into
shuttle #6. If they keep watching they go further back in
time and they see a corvo going into shuttle #4 to hide. No
one else enters there.

After this scene, you have to go back to SCENE: THE


CORRIDOR.
SCENE: THE CORE
hiding where the cargo would be if they knew he was there
The door that takes you to the core through the and call him out.
corridor is open, broken and floating next to the
entrance. It is 20 centimeters thick which makes He was unlucky enough to try to escape in the only shuttle
you all very uncomfortable. You dodge it and enter that was broken. The corvo is very scared and explains to
the core, which is basically another corridor, with them that they were taken by surprise and he had to hid, he
three numbered doors to each side and another one is a technician and he thinks he can fix the freighter, but he
at the very end. The corridor is extremely long as it wont come out of there until all the monsters are dead.
takes you all the way to the end of the ship. You can force him out at gunpoint but he will hate you after
that instead of feeling grateful.
Each door is a twenty meters from each other,
and you can only see them as a dim circle of light Shuttle #5 has heavy machinery and it can be detached
because like everywhere else only the emergency manually - either sending it to the closest planet or simply
lights work. To make things worse the emergency separate a few hundred meters from the ship, which will
generator seems to be running out of power allow the players later on to loot it. If they do, it makes a
because the lights go out for a second every few. hell lot of noise, so once they exit the shuttle go directly to
Which leaves you with only your helmet torchlight SCENE: A RESTLESS MONSTER.
for an instant.
Shuttle #6 is occupied by an Ironskin, if it did not come out
Each door takes to a manual control room of by itself it you can catch it by surprise, go to SCENE: BACK-
The Story

each of the six shuttles, from where pilots guide STABBING A MOUNTAIN. If the players have no interest in
the shuttles into the atmosphere of a planet. The going into this shuttle, confront the player with less EVA
gate at the end of the corridor is so far away that it and agility, if you win he will hit himself against a wall and
is only a point in the distance. the Ironskin will hear it and come out, play out SCENE: A
15 RESTLESS MONSTER. f they go to the engine room play out
SCENE: THE ENGINE ROOM.
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Shuttles #1 to #4 are empty, but the players will have They can take any of the shuttles (except #4 because it
to check for themselves if they have not found this infor- is broken) at any time to escape to the closest planet. The
mation before. If they spend time looking in 3 shuttles adventure ends there if they do, but who knows what they
once they exit the third go directly to SCENE: A RESTLESS will find in a wild and never before seen planet?
MONSTER. Additionally in shuttle #4, they can find a corvo

SCENE: A RESTLESS MONSTER

You are floating forward quietly, getting closer to the engine room. You are almost by the door of the last two
shuttles. The only noises are the clicking noises of the emergency lights going on and off when a roar makes you
lose the rhythm, from shuttle #6 comes out a gigantic beast with a even bigger mouth. It grabs himself to the side
of the door and propels himself toward you like a missile full of teeth

Create a confrontation against an Ironskin. If there are 4 If they manage to lock themselves inside a shuttle the
players add a Techno. Do not count players who are badly Ironskin will force the door, which can be confronted by the
wounded. players with an EVA action using Constitution.

The players have one turn before the Ironskin gets close After this scene go back to SCENE: THE CORE.
enough to start attacking them in close combat, any other
NPC takes an extra turn to reach them. The players can try
to float away but the Ironskin moves twice as fast. Let the
players know that it will take them three turns to reach
shuttles #3 or #4.
SCENE: BACKSTABBING A MOUNTAIN

You enter shuttle #6 and you face a hole where the pilots area was, a hole that goes deep into the shuttle and
into the cargo, do you dare look?

The players have now two choices: look around or move on. If they move on simply ask them where do they go. If they
look around:

The darkness is absolute so you must use your torchlights, which reveal you the presence of a gigantic monster
having a banquet on all kinds of yummy metals. He has taken a bite out of almost every machine. The light catches
his attention and he starts to turn owards you

Ask the players what do they want to do, give them an NPC takes an extra turn to reach them, the players can try
advantage for whatever action they do now. to float away but the Ironskin moves twice as fast.

Create a confrontation against an Ironskin. If there are 4 If they manage to close the Ironskin inside the shuttle the
players add a Techno. Do not count players who are badly Ironskin will force the door, which can be confronted by the

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wounded. players with an EVA action using Constitution.

The players have one turn before the Ironskin gets close After this scene go back to SCENE: THE CORE
enough to start attacking them in close combat, any other
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SCENE: THE ENGINE ROOM
The engine room is huge and surprisingly well lit, it seems that most of the energy from the emergency genera-
tor is used to keep this area easy to work in. It is apparently empty

The players can operate in the engine room:

If they found the Corvo technician he can fix the freighter


in three days (remember that if they did not turn off the
beacon signal pirates will arrive). If they have not found
him, they hear a great noise and when they come out they
see that the third shuttle has detached itself and is going to
the closest planet. The players will have no idea of what
just happened but if they end up going there they might find
that corvo in future adventures.

Without the Corvo technician they cannot fix the ship, but
they can redirect the emergency energy supply to open the
doors of the hangar in restricted area #1 or to the medical
facility to use the machines to heal themselves. They can
always later on change where they redirect the energy.
While redirecting the energy to a specific location the rest
of the ship -apart from the engine room- is completely out
of light. Any monsters still alive if there are will come out
to find out what happened.
SCENE: THE CREW AREA

At the beginning of the corridor there are two doors, one takes to the mechanics office and the other to the
medical facilities. After that there are seven rooms to each side of the wall.

The rooms are tiny and the crew sleeps by simply strapping themselves to the wall. One would think that
because the space is infinite real state in it would be cheap, but ships are made as small as possible and everything
is minimalistic, there is barely room to move around. The room is anything but impressive...

As soon as they enter or pass by the medical facilities players need to find replacement pieces in a civilized planet
some Havesters come out fast as bullets and jump on for a total cost of 35,000 credits.
them. If players ask to perform a searching action and are
successful or they had contact with the human and there- After this scene, you have to go back to SCENE: THE
fore know the monsters are, the players will have one CORRIDOR.
advantage during the first round. Otherwise, the Harvesters
have advantage.

Create a confrontation against as many Harvesters as


players. If a character is badly wounded do not count him
for this. If there would be more than 3 Harvesters, we
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recommend to change one by a Techno.

After defeating the Harvesters they can enter the rooms.


Everything is full of blood and gore, drops of blood and
19 pieces of people flow around the rooms.

If they search the closets in the medical facility they find


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a Medstation, give the card to the player with the highest


Survival that searched.

In the captains room they find 1,000 credits, an ID for


Nations Solution with the identification number and picture
of the capitan, and a list of the cargo: Shuttles #1 to #4 are
empty, #5 carries fuel and #6 carries heavy machinery for
the miners.

The human is hiding in the closet in the captians room.


He is taking his last breaths and dies a few seconds later, if
a player tries to heal it he will be confronted by five cards
(which can be reduced with the medical gear available), but
even if saved the human will stay unconcious for a day.

In the normal rooms they find about a 100 credits in each


if they spend a minute looking in each room, but if they get
greedy and decide to look in more than 3 rooms then the
Ironskin grows restless inside shuttle #6 and comes out to
the CORE while they are in it. They will find him there.

If they remember about what the human said about the


corvo with a stealth suit killed by the monsters they can
search for it and find it following the blood bubbles floating
around.

They find a battered stealth suit, give the card to the


player that remembered it. It is badly broken, to use it
ENDINGS!
Note: If for any reason the players have not played out one or more of the confrontations and they stick around the
ship, have the creatures come after them in any ashion you find interesting. Do not join NPCs from several confrontations
together, as the characters are unlikely to survive that way.

If they fix the freighter, they can try to sell it to pirates or If they escape with the intergalactic ship or their own
some other outlaws. It is up to you to have the outlaws ship, they are back to stage one but maybe with some loot
steal the ship or pay them for it. Just keep in mind that if and a very spooky story to tell.
they pay them you will have some millionaire characters in
your hands... If they escape with a shuttle they land in an unkown
If they try to go with the freighter to the Corvo authori- planet. What will they find there? How will they get out?
ties, they will be imprisoned. The Corvo will believe that it That is a story for another day to play and for you to create.
is a hoax to resell them their own property. If they go to
the Izkal, they will get a small reward and will be offered Have fun coming up with your own stories for the
citizenship and the promise of a job according to their skills. characters of this campaign, or perhaps now that your
They can decline if they wish. group knows how to play Faith you might want to create
your own characters and begin a story of your own.
Whatever you do, we hope you enjoy the world of FAITH:
The Sci- i RPG!
The Story

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The Story faith rulebook
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