Faith - The Sci-Fi RPG - Core Book 2.0
Faith - The Sci-Fi RPG - Core Book 2.0
Introduction 7
The Universe 14
Religion 20
The Corvo 48
BGE11018 - FAITH: THE SCI-FI RPG CORE BOOK © BURNING GAMES SCP. 2015-2017 ALL RIGHTS RESERVED. ISBN 9780993281471 FIRST EDITION PRINTED IN THE EU ON AUGUST 2017
Lukasz Poduch Cody Williams Tom Field SPECIAL THANKS
Hue Teo Edge Control Studio Christopher Young Kris Young (Founder)
PUBLISHED BY BURNING GAMES SOCIEDAD COOPERATIVA PEQUEÑA. IPARRAGUIRRE 60 5D BILBAO SPAIN. BURNING-GAMES.COM
GENERAL INDEX
FAITH: THE SCI-FI RPG 7 Culture 187 THE CORE RULES 311
Technology 193
Introduction to the system 8 The Playing Cards 312
History 197
Introduction to the setting 10 Shared Deck 312
Foreign Affairs 202
Player and GM Deck 311
THE UNIVERSE 15 The Iz’kal Colonies 207
Personal Deck 312
Al’ameen 208
History 17 Using the Playing Cards 312
Erthum 212
Interstellar Travel 18 Card Suits 313
Sulivar 214
Jokers 313
RELIGION 21 Al’halam 218
Basic Concepts 314
Playing in the State 220
The Gods 22 Sessions 314
Ergon 29 THE RAAG 223 Scenes 314
Hexia 33 Initiative Round 314
The Raag Species 224
Kaliva 37 Ready and Spent Characters 315
Society 226
Vexal 41 Steps of an Initiative Round 316
Economy 227
Ledger 45 The Maintenance Phase 316
The Clans 231
Actions 316
THE CORVO 48 Kimora 232
Counteractions 317
Eferi 234
The Corvo Species 52 Actions in an Initiative Round 317
Noteri 236
Society 57 Confrontations 317
Velada 238
Economy 59 Steps of a Confrontation 318
Jino 240
The Megacorps 63 Action Value 319
Culture 242
Nation’s Solution 66 Skills 319
Technology 243
Wang Corp 69 Damage Penalties 319
History 246
The Union 72 Advantages and Disadvantages319
Foreign Affairs 251
Secrets of the Megacorps 75 Attributes (Playing Cards) 320
Heimis 252
Law and Crime 79 Level of Success 320
Playing as a Clanmate 256
The Zhui Tong 86 Regular success 320
The Hwang Tong 88 THE HUMAN 258 Decisive Success 320
The Dragonfly Tong 90 Critical Success 320
The Human Species 260
Culture 93 Failure 320
Society 262
Technology 103 Drawing Cards 321
Economy and Social Class 264
History 109 Playing with Ambience & Affinity 321
The Human Front 266
Foreign Affairs 122 Proficiency 321
Culture 271
The Corvosphere 125 Beginning of a Scene 321
Technology 274
Tiantang 126 Running Out of Cards 321
History 277
Quanjie 130 Advanced Rules 321
Humans in the Universe 279
New Quan 134 Collaborative Actions 321
The Coalition 280
Xulong 138 Passive Actions 322
Outside the Corvosphere 280
Zhui Xi 142 Additional Effects 322
Three Skulls Mob 282
Huangdì 145 Permanent 322
The Black Watch 284
Earth 148 Action 322
Earth 286
Mining Planets 150 Activated 322
Playing in the Corvosphere 153 THE RAVAGER MENACE 291 Sustained 322
THE IZ´KAL 157 Instant 322
The Ravager 293
How To Play Example 324
Nature and Behaviour 293
The Iz’kal Species 160
Swarms 294 GAME MASTER’S GUIDE 330
Society 167
Ravager Tech 300
Economy 169 Non-Player Characters (NPCs) 330
Ravager Philosophy 304
The State 173 Level 330
The Ravager War 304
Law and Crime 174 Stats 331
The Coalition 306
The IFF 180 Faith 331
Structure and Functions 306
The Firebirds 182 Playing Cards 331
Joining the Coalition 307
The Whisper 185 Exhaustion 332
An Independent Authority 308
Health 332
THE LOST LOG OF PROFESSOR TURNER
<TIANTANG NEWSFEED 02.27.1966 SA> <FENG CORP IA>
<NEWS ITEM IN CORVO LANGUAGE> <FENG CORP. INTERNAL RESEARCH>
<audio on [terranspeak translation enabled]> <FOR AUTHORISED PERSONNEL ONLY>
“[...] remember Professor Turner for such achievements “This is a cortex-mail from Feng Corp, related to Internal
as tracing a viable path across the Leviathan Pass or re- Affairs of a Corvo Corporation. If you are not the intended
cording the entire ecosystem of the Argyrus Moon, which recipient and have not paid for the right to access this
allowed the Megacorps to install the Argyro T’ian Multi- communication, you are in flagrance of article 327-B of
processing Station, a beacon of progress and civilisation Corvo Communication Regulations. Please unjack, report to
in the savage frontier. After the renowned xenoscientist’s FengCo_CMTangC, and erase.
sudden disappearance, his lab and personal records were
turned over to the authorities of Feng Corp, a branch of The Attached are the personal records and notes by Human
Union Megacorp, which subsidised most of his research. xenoscientist Professor Thessaius Turner, ordered by
And of course, most of us wonder, what is contained in subject -> relevance -> ascending date, and annotated by
those records? What did the Human xeno leave for poster- three members of the FengCo Office of internal Research,
ity? Tune your cortex to our feed and you’ll know as soon as myself included. Given the Human-Corvo calendar discrep-
Corvonet™ knows!” <end of line> ancy and the time variations across star systems, dates
are necessarily uncertain in some parts, which may result
in small timeline inconsistencies.
<REPORT #13400986007A1 - MISSION XA11>
<Captain Sun Tarma - Hung Gao Exp. Force> As per the issues our team was asked to investigate
The Lost Log
<Excerpt 15> re: Professor Turner’s disappearance and the xeno ruins
in Asteroid B69911847000, the organised files offer no
“[...] As reported during the verbal debriefing, Professor conclusive answer, although they do contain some relevant
Turner had become absent-minded and brooding for the intelligence that I’m sure will help clarify the situation,
last couple of missions, ever since that trip to the asteroid as underscored in the complementary annotations and
16 ruins. Also as previously reported, he allowed none of my reports by our research team.
men to follow into said ruins, despite being fully aware of
our duty to protect him. Of course we gave escort regard- Until further instructions,
faith: core book
less, even against his wishes, but there were several times
when he slipped our watch for two or three minutes. Since Dao Eng, C.Sc. Head of IR”
he finally returned unharmed, and the following expedi-
tion found nothing worth reporting in the ruins, the whole
matter was forgotten after a few cycles. <PROFESSOR THESSAIUS TURNER>
<LOG ENTRY #96>
However, during the following five missions he showed <DESIGNATION/SUBJECT: ON THE HISTORY OF THE
increasingly distant and erratic behaviour, the details of UNIVERSE>
which are given in report 13400986007B13, as delivered to
the Conduct Research Team. And yet, when we returned to “History as we know it began not with the first planets,
Feng HQ for the last time, he showed no sign of planning a the first stars or the Big Bang. Mortal History began with
disappearance; I assume HQ security will have much better the first sentient being that knew of the Gods, and discov-
intelligence on whatever actually took place the night he ered he could bend reality to his will through his faith.
went missing.”
Although every species has its own history and records,
<NOTE BY COLONEL YAO TSIN>
there is no Universal History anywhere - scholars have
“Research Team Beta confirms Captain Tarma’s story to research either the Corvo or the Iz’kal version at their
about those asteroid ruins (cf. Report 969915AG-A98); we respective datanets, or else ask a Human or Raag some of
have to conclude the Human Professor Turner found some- their creation myths - which are often closer to the truth
thing in there, something he kept from his armed escort and than the fabrications of either the State or the Megacorps.
even his closest assistants. Do his personal notes have any But there is no unbiased, species-neutral record of History
clue?” anywhere in the Universe. And if there was, it would have to
be told from the point of view of the Gods.
<NOTE BY PROFESSOR XIANG YUEI>
“Colonel, we have sent every last scrap of data to Feng Did they create mortals, or did mortals create them?
Internal Research; I believe they’ll want to check those whatever the case, that’s when History begins.”
personal records first-hand.”
<END OF LOG ENTRY [OK to create a new entry]>
THE VEHICLES 402 NPC INDEX
THE CORVO Other
General Rules 403
The Necromancer 189
Naming a Captain 403 The Megacorps
Kassima Lahan 191
Controlling a Vehicle 403 Megacorp Official 65
Hexian 191
Vehicle Sheet 405 Ma Ng 68
Iz’kal from the Colonies
Vehicle Combat 407 Di Engun 68
Memorial 211
The Initiative Round 407 Wang Xuelin 71
Al’ameen’ai Farmer 211
Maintenance Phase Effects 407 Cho Bei 71
Erthum’ai Nomad 213
Stress 407 Xeon Magno 74
Roothound 217
Strain 407 Kan Jiang 74
Sulivar’ai Hiver 217
Moving Vehicles 407 Perfect Soldier 77
Speed 408 Law Officers THE RAAG
The Vehicle’s Board 408 Commander Lao 80
The Councils
Distance Between Vehicles 408 Military Contractor 80
Shadow Councillor 229
Setting up the Board 408 The Heijian
Enginseer 229
Movement on the Board 408 Sentient Trafficker 83
Grandsister 231
Terrain 408 Deviant Hacker 84
The Clans
Attacking a Vehicle 409 Mona Lisa 87
Gamaar 233
Valid Counteractions 409 Zhui Enforcer 87
Kimora warrior 233
Crew of a Destroyed Vehicle 409 Honcho Hwang Gun 89
Sister Dagun 235
Hacking a Vehicle 410 Hwang Enforcer 89
Eferi Soulbender 235
Repairing a Vehicle 410 Dynamite 91
Vashka 237
Hiding & Searching Vehicles 410 Dragonfly Enforcer 91
Noteri pirate 237
What Ambience? 410 Other
Fraaga 239
Vehicle Creation 411 Mama Soul 94
Velada Tech 239
Systems 411 Big T 99
Captain Dozar 241
Vehicle Models 411 Corvo from the Colonies
Jino Explorer 241
Mark III Spacerunner 411 Scavenger 129
Beast
Am’Undsen Light Craft 412 Quan Conscript 132
Icestalker 255
Heavy Lee War Craft 412 SSF Agent 133
Lin Meng Stealth Craft 412 Poacher 137 THE HUMAN
Al’Mayin Stealth Warship 413 Exotic Quarry 137
The Human Front
Elcano Explorere Vessel 413 The Xulong Dragon 141
Commander Sada Thamp 267
Vehicle Customization 414 Meeki 143
Commander DeFort 267
Core 414 The Dark Wizard 144
Human Fronter 269
Cockpit 414 Gyro Guard 147
Other
Engineering 415 Road Rider 147
Arka Bozag 272
Defence 416 Veteran Merc 149
Scientist 281
Weaponry 417 Pirate 151
Fulcrum 281
Advanced Weaponry 417
THE IZ’KAL Thugs
Missiles 418
Empress Jazmeen 283
Hull 419 Law Officers
Threesk Thug 283
Command 419 Savak Soulbender 164
Wildbill Young 285
Cargo 420 Savak Operative 176
Black Watch Thug 285
Multipurpose 421 Police Officer 176
Earthlings
Non Player vehicles (NPV) 423 Outlaws and Radicals
Eastern Waster 289
Smuggler 179
INTRODUCTORY ADVENTURE 426 Western Waster 289
Gh’Orb 179
A Relic in the Streets 428 The Knight 181 THE RAVAGER
Chapter 1: A Relic in the Streets 428 IFF Radical 181
Harvester 297
Chapter 2: Lair of the Black Watch 430 The Seer 183
Ironskin 298
Chapter 3: The Wild Party 432 Firebird 183
Lurching Horror 299
Chapter 4: The Shootout 432 Kaheem Lahami 184
Techno 300
Ending the Adventure 433 Valko 184
Infiltrator 301
Whisperer 185
Soulbenders in the Iz’kal State are always detected by the GODS IN REAL LIFE
technocrats and summoned for special tasks according to
their specific abilities, to which they are expected to report
and comply immediately. All Soulbenders have a purpose in Although the Gods are acknowledged as real - or perhaps
the State’s great machinery, and they are expected to fulfil for that very reason - very few people pay them any at-
it just as they are expected to fulfil the tenets of their God. tention, and take them for granted as they do with air or
Even Soulbenders that don’t worship Ergon - the Iz’kal’s gravity. However, many people do take the Gods seriously,
official State God - are given something to do, although they and dedicate their whole lives to their study. This not only
are few in number and socially frowned upon. includes Soulbenders or believers, but also scientists and
artists that strive to understand the nature of the Gods.
Human and Raag Soulbenders are more or less left
alone, but they often become warlords or leaders on their As the Gods are real, theology is a natural science in the
own merit, surrounded by small cults of their people. universe of FAITH, and anyone with an interest in the Gods
can study a professional career dedicated to the discus-
In short, while many continue their life unchanged, most sion and analysis of divine forces. These theologians have
visible Soulbenders are summoned from their normal lives written and discovered most of what is currently known
into a higher calling, becoming leaders of their faith among about Gods, even since before the Space Age.
their people.
Most theologians are content with trying to ascertain
AVATARS the way that Gods communicate and transmit their knowl-
edge to believers - theories abound - but a few try to go
Religion: The Gods
The upper echelon of Soulbender hierarchy, the supreme beyond, sending quantum probes to detect energy traces
followers of every God and the most devout beings in the that prove Gods are real. These probes have never turned
universe, are known as Avatars - true manifestations of in any conclusive result, but many have detected subspa-
their God’s will, which resemble their deity so much they tial waves that could prove that Gods are made of mental
represent Him in the material plane. energy. There are hundreds of studies derived from these
probes, intent on determining the true nature of Gods once
The Avatar of a God has an unshakable faith and disre- and for all - but, like every scientist knows, the more you
26 gards all other ways and beliefs. He is usually considered learn, the further you are from the ultimate truth.
a prophet by his coreligionists and his words are listened
to, learned, and studied by theologians and other believers.
faith: core book
GODSEEK
Some Avatars are so powerful, and their willpower is so
strong, they have abilities unique to them that nobody else EXPEDITIONS
in the universe manifests. They tend to be named after this
special power: the most famous Iz’kal Ergonaut prophet is
known as the Necromancer, as it is thought that he can bring There have even been attempts to contact or find the
the dead back to life. The leader of the infamous Firebirds Gods directly. These “Godseek expeditions” are the sci-
pirate organisation is called the Seer. Not only is he always entific equivalent of yearly pilgrimages, where explorers
where he is never expected, but his vessel, the Mockingjay equipped with advanced quantum sensors and computers
- despite the combined efforts of the Iz’kal State and the go ever farther into the labyrinth, trying to penetrate spa-
Megacorps, and the many well-prepared ambushes it has cetime and contact the Gods at their core.
suffered - has never been caught. It is thought that Hexia
has rewarded The Seer with the power of clairvoyance. There has never been a single successful Godseek
expedition, which doesn’t prevent hundreds of scientists
There are many other prophets. Some remain mysteri- and institutions financing such explorations and adventur-
ous and their powers unknown; the only thing everybody ers signing up for them, not only because they pay very
seems to agree upon about them is that their every desire well but also for the promise of discovering the greatest
seems possible. mystery in the universe.
This is the only book you’ll truly need to play FAITH. In Any player can be the GM of a session or adventure, as
it, you’ll find all the core rules, the character creation and long as the other players agree.
advancement rules, and a very broad introduction to the
game’s setting - its core concepts, species, nations, organi-
zations and locations. Furthermore, its pages are filled with WHAT YOU NEED TO PLAY
adventure seeds and non-player characters to inspire your
campaigns and make them feel truly alive. Use it to learn Players, any number of them. One will play as the GM and
the game, to create the characters of your adventures and the rest will be characters. While there is no actual limit to
to inspire your stories with FAITH’s deep, complex setting. the number of players, most RPGs work better with groups
It has the following formatting: of three to six player characters. Remember, everyone
should have the opportunity to shine and feel included;
Black text over white background is normal text. It is the bigger the group, the harder that is. If the group is too
used to explain the rules in the relevant chapters, and to large, we recommend breaking it into two groups with two
dive into the lore of FAITH through the words and experi- different GMs, who could be running parallel stories and
ences recovered from Professor Turner’s logs and journals characters could move from one to the other. There are no
in the setting chapters. hard-and-fast rules on how to organise a gaming group.
White text over black background is special text. At least one player deck; the playing cards are used to
Introduction
It is used to give examples in the rules chapters resolve all actions during the game. It can be replaced by a
and to tell stories in the setting chapters. Think of poker deck, by simply translating the suits to their respec-
it as a little window into a table where players are tive meanings in FAITH.
enjoying a game, or into a corner of the universe of
FAITH. One character sheet per player (the GM does not need
8 one). These are used to keep track of such data as a charac-
Black text over grey background is advanced ter’s stats, health, condition and equipment.
text. It is used to create additional depth, via either
faith: core book
advanced rules in the rules chapters or adventure The FAITH system also offers some very useful, optional
seeds in the setting chapters. resources such as Gear cards to represent individual pieces
of equipment and their stats, and non-player character
Italic grey text over white background is ana- cards, which describe the stats and abilities of any enemies,
lytical text. It is used to give cues about how to monsters or allies the players may run into.
use certain rules or link them to their in-game
effects in the rules chapters; and to quote fa- WHY CARDS?
mous people in the setting chapters.
Most RPGs use dice to add randomness into the game.
In FAITH, we use cards instead. Each player has a hand of
ADDITIONAL RESOURCES cards that represents the stamina of their character, giving
them a lot of options when they are well rested and have
You can visit FAITH’s website to find additional resources a full hand, and limiting their options as they get tired and
to help you understand the game and run your campaigns; run out of cards. Playing high-value cards represents a big
and you are welcome to join us in any of our communities to effort that will exhaust them, whereas playing low cars or
get your questions answered by one of the game designers. cards whose suit match the environment will allow them to
draw new cards and save up their energies.
THE SYSTEM players play cards from their hands, always choosing
which card they play. This allows players to calculate their
chances of success when it is their turn and to create a
strategy accordingly. We believe this is an interesting alter-
A roleplaying game is a collaborative storytelling ex- native to rolling dice to resolve actions.
perience with players getting into the role of imaginary
characters in the universe created by the Game Master Additionally, the beautifully illustrated cards of FAITH put
(GM). When playing FAITH, each player controls a single the art of the game on the table and in front of the players
character - except for the GM, who has no character of his at all times. They create an immersive experience and
allow players to familiarise themselves with the universe them. Together, they can create an amazing group of char-
of the game, which can be especially hard in a sci-fi setting. acters that will experience great adventures and be a part
of everybody else’s memories.
Lastly, we have decided to put important pieces of gear
and NPCs on cards, to prevent players from constantly
checking the rulebook to see what they can and can’t do, THE GAMEPLAY
and remind them of the gear they are carrying. By includ-
ing illustrations in all these cards, we aim to keep players As most roleplaying games do, FAITH uses a randomizer
immersed in the stories they are playing, easing the task of (in this case, playing cards) and a ruleset to regulate the
mentally recreating an interesting science fiction setting. gameplay. Additionally, it requires the group to understand
certain abstractions to create an enjoyable playing experi-
ence. Below you can find the most common among them.
THE GAME MASTER
SESSIONS & SCENES
In this rulebook, we will always refer to the GM
in feminine form and to the rest of the players A game of FAITH, called a campaign, can be as long as
in masculine form. This will allow some rules to its players want, so it needs to be divided into sessions and
be clearer and more easily understood. scenes. A session is simply the allocated time frame for
playing the game during a specific day. After each session,
The GM is, above all, a storyteller. She is the person in it is recommended that the players keep their decks, hands
charge of everything but the player characters them- and discard piles for the next session.
selves. She creates - or follows - a story for the players to
adventure in; this story sets the goals for the characters, Scenes are the different situations that the characters of
Introduction
and the GM is in charge of narration, moderating player in- the story might get into. Usually scenes involve the achieve-
teraction, adjudicating rules and creating the drama around ment or failure of a certain goal, or a point during which
story events. there is a long enough break in the action for the characters
to rest. Thus they are similar to scenes in films; a scene
The GM describes the adventure scenarios, decides may be a diplomatic encounter, a creepy walk through an
whether and how the players’ actions impact the story, and alien landscape or a deadly ambush. The GM determines the 9
adjudicates all the rules. If the group cannot find a solution beginning and end of every scene as best fits the story.
THE SETTING like clockwork and allow their citizens to indulge in leisure,
but also cities where owning anything fancy is nothing but
a death sentence and piles of misery and dirt block the
streets. The most impressive technological achievement in
FAITH is a roleplaying game in a sci-fi setting, where the known universe is Tiantang, a Dyson ring where billions
starfaring alien civilizations race to explore a dangerous, of Corvo live in all kinds of space stations, a place where
unknown universe. generations upon generations of Corvo have lived without
ever setting foot on a planet or feeling the pull of gravity.
The FAITH campaign is one of valiant space travelers,
remote uncharted stars and bizarre alien technology. But
it’s also a realm of mysterious, invisible forces – the Gods. GODS
These faceless entities rule over the lives of every creature
in the universe; and the only proof of their existence has FAITH’s most distinguishing feature is the existence of
always been the outlandish, supernatural power they grant Gods – mysterious entities, or natural forces, which give
to those mortals that believe in them. supernatural powers to those that follow them. Becoming
a follower is as simple – and as difficult – as living by the
In FAITH, you can be a star explorer, a soldier or a mystic tenets of the God’s philosophy.
believer, using a mix of technology, training and god-
given powers to survive the untamed regions of wild space The Gods of FAITH are Ergon (God of Community),
against rival factions, alien perils and ruthless bandits. Kaliva (God of Survival), Vexal (God of Freedom), Hexia
(God of Progress), and Ledger (God of Chaos). They are
In all, FAITH is a huge, complex universe, and the plasma worshipped equally by all species, which ascribe them the
Introduction
guns and interstellar travel are only the surface of a much same attributes regardless of their culture, location or
deeper mystery of which no single living being can glimpse social structure. This is often cited as proof that the Gods
but the smallest part. are actual entities and not subjective concepts, but the only
conclusive evidence that the Gods exist manifests through
the incredible powers of their true believers.
10 SCIENCE FICTION
If a God’s followers adhere to the corresponding doctrine,
First and foremost, FAITH is a sci-fi setting. As such, it they may gain the blessings associated with that God, in the
faith: core book
alFirst and foremost, FAITH is a sci-fi setting. As such, it shape of preternatural abilities. Thus, in this universe, your
all takes place in a far-future version of our universe, with beliefs indeed become real power.
speculative technology and interstellar travel. Sentient
computers and space travel are a reality, as are the These powers specifically reflect the character and
dangers of uncharted alien space; daring explorers carry doctrine of the respective God that grants them; thus Ergon
high-powered plasma cannons and have their brains linked believers can open channels of communication across
to formidable hacking devices. minds or distances; Hexia grants visions of the future and
cosmic revelations; Kaliva followers are supernaturally
In this Universe technology reigns. Cybernetics and bio dangerous hunters and killers; Vexal followers can freely
modifications are common, and the line between living and move ignoring gravity or solid matter; and Ledger believers
machine is blurred. Computers are so advanced that if it can cloud perceptions and bring madness.
were not for the ban on AI, they would probably be running
the universe instead of their creators. Some people have Only the Gods’ most pious or exemplary believers
even managed to turn their minds into software in a quest display these unusual abilities, and those with the greatest
to achieve immortality, but most people still live and die in devotion or commitment to a God’s ideals are also those
their organic bodies. with the greatest power.
Computers are connected directly to the brain of their From a scientific standpoint, it’s unknown whether these
user, becoming an expansion of the mind rather than Gods are actual divine beings, a myth created to explain the
an external tool. Screens, keyboards and mouses are powers of their followers; or psychic entities of some kind,
obsolete, as cortex connected computers are controlled by created by the collective thoughts of their billions of be-
thought and information is directly fed into the brain. Ideas lievers. Whatever the truth, the fact remains that the most
are directly transcribed to digital documents, and browsing dedicated followers of the Gods can manifest their will with
the internet is just a matter of thinking about it. Analogic powers and abilities that can only be called supernatural.
people are a minority, and most probably weird folk - who
wouldn’t want such an expansion of the self? Thought is This mystifying religion system, which blurs the lines
power, thought is action, thought is control. between psychic power and divine forces, is the main
feature of the FAITH setting – and its heroes. Still more
SECRETS OF THE When Professor Kwang Jiu initially suggested the idea for
MEGACORPS the Hospital of Hell, she was met with rejection and disgust.
Introduction
13
HUMAN RAAG
Illus. Cody Williams
the universe
THE LOST LOG OF PROFESSOR TURNER
<TIANTANG NEWSFEED 02.27.1966 SA> <FENG CORP IA>
<NEWS ITEM IN CORVO LANGUAGE> <FENG CORP. INTERNAL RESEARCH>
<audio on [terranspeak translation enabled]> <FOR AUTHORISED PERSONNEL ONLY>
“[...] remember Professor Turner for such achievements “This is a cortex-mail from Feng Corp, related to Internal
as tracing a viable path across the Leviathan Pass or re- Affairs of a Corvo Corporation. If you are not the intended
cording the entire ecosystem of the Argyrus Moon, which recipient and have not paid for the right to access this
allowed the Megacorps to install the Argyro T’ian Multi- communication, you are in flagrance of article 327-B of
processing Station, a beacon of progress and civilisation Corvo Communication Regulations. Please unjack, report to
in the savage frontier. After the renowned xenoscientist’s FengCo_CMTangC, and erase.
sudden disappearance, his lab and personal records were
turned over to the authorities of Feng Corp, a branch of The Attached are the personal records and notes by Human
Union Megacorp, which subsidised most of his research. xenoscientist Professor Thessaius Turner, ordered by
And of course, most of us wonder, what is contained in subject -> relevance -> ascending date, and annotated by
those records? What did the Human xeno leave for poster- three members of the FengCo Office of internal Research,
ity? Tune your cortex to our feed and you’ll know as soon as myself included. Given the Human-Corvo calendar discrep-
Corvonet™ knows!” <end of line> ancy and the time variations across star systems, dates
are necessarily uncertain in some parts, which may result
in small timeline inconsistencies.
<REPORT #13400986007A1 - MISSION XA11>
<Captain Sun Tarma - Hung Gao Exp. Force> As per the issues our team was asked to investigate
The Lost Log
<Excerpt 15> re: Professor Turner’s disappearance and the xeno ruins
in Asteroid B69911847000, the organised files offer no
“[...] As reported during the verbal debriefing, Professor conclusive answer, although they do contain some relevant
Turner had become absent-minded and brooding for the intelligence that I’m sure will help clarify the situation,
last couple of missions, ever since that trip to the asteroid as underscored in the complementary annotations and
16 ruins. Also as previously reported, he allowed none of my reports by our research team.
men to follow into said ruins, despite being fully aware of
our duty to protect him. Of course we gave escort regard- Until further instructions,
faith: core book
less, even against his wishes, but there were several times
when he slipped our watch for two or three minutes. Since Dao Eng, C.Sc. Head of IR”
he finally returned unharmed, and the following expedi-
tion found nothing worth reporting in the ruins, the whole
matter was forgotten after a few cycles. <PROFESSOR THESSAIUS TURNER>
<LOG ENTRY #96>
However, during the following five missions he showed <DESIGNATION/SUBJECT: ON THE HISTORY OF THE
increasingly distant and erratic behaviour, the details of UNIVERSE>
which are given in report 13400986007B13, as delivered to
the Conduct Research Team. And yet, when we returned to “History as we know it began not with the first planets,
Feng HQ for the last time, he showed no sign of planning a the first stars or the Big Bang. Mortal History began with
disappearance; I assume HQ security will have much better the first sentient being that knew of the Gods, and discov-
intelligence on whatever actually took place the night he ered he could bend reality to his will through his faith.
went missing.”
Although every species has its own history and records,
<NOTE BY COLONEL YAO TSIN>
there is no Universal History anywhere - scholars have
“Research Team Beta confirms Captain Tarma’s story to research either the Corvo or the Iz’kal version at their
about those asteroid ruins (cf. Report 969915AG-A98); we respective datanets, or else ask a Human or Raag some of
have to conclude the Human Professor Turner found some- their creation myths - which are often closer to the truth
thing in there, something he kept from his armed escort and than the fabrications of either the State or the Megacorps.
even his closest assistants. Do his personal notes have any But there is no unbiased, species-neutral record of History
clue?” anywhere in the Universe. And if there was, it would have to
be told from the point of view of the Gods.
<NOTE BY PROFESSOR XIANG YUEI>
“Colonel, we have sent every last scrap of data to Feng Did they create mortals, or did mortals create them?
Internal Research; I believe they’ll want to check those whatever the case, that’s when History begins.”
personal records first-hand.”
<END OF LOG ENTRY [OK to create a new entry]>
HISTORY tied to Corvo discoveries and advances; although it’s widely
accepted that the Korian did know of the Labyrinth and
control space flight long before that, even if we know next
THE PLANETBOUND ERA to nothing else about them.
Some scholars refer to the age before space flight as the THE EARLY SPACE AGE
planetbound era, which started with the first sentient civi-
lisations and ended when the first Corvo astronaut manned During the Early Space Age, the Corvo sent their first
a spaceship. During this era, all sentient species were businesses to space, focused on economic development,
limited to their homeworlds, adopted backward forms of disbanded their nations and began the Dyson Ring project.
organisation such as nations, tribes or empires, and used Both the Raag and the Iz’kal were conquered by - and then
pre-quantum technology. successfully fought back against - the Korian species; and
Humans fought several great wars for profit and resources,
Most historians assume the planetbound era as having which ended with the utter destruction of their civilisation.
started anywhere from 30,000 to 50,000 standard years
ago, a period during which all current civilisations first So many similar events in so short a time are often taken
appeared, and ended with year 1 of the Space Age. Of as acceptable proof of Divine influence in mortal affairs.
course, all species remained tied to their respective home- Specifically, they indicate a strong dominance of Hexian and
worlds for more than a thousand years after that; it would Kalivan goals, which were indeed the strongest Gods and
be more accurate to say the planetbound era ended with had the most numerous and powerful soulbenders during
the founding of Tiantang in year 1374 of the Space Age - or, that period. Ergon, unable to advocate union and commu-
for a more species-neutral milestone, with the discovery of nity in such a fragmenting, forward-thinking period, settled
the Labyrinth in 1648. on the Iz’kal State, where it focused on making one species
The Universe
into his image before entering conflict with the other Gods
Regardless, most of the cultural and scientific paradigms - and there he remains to date.
that applied during the planetbound era are obsolete now
- the universe and its people are completely different than THE HIGH SPACE AGE
they were back then. What matters about the planetbound
era is its prehistory. The High Space Age was, and still is, an era of discovery, 17
travel and expansion. It has seen the greatest population
same space station; carrying passengers, supplies, battle- to a ship’s computers to find the exit again.
ready soldiers, pirates, or smuggled goods.
Every interstellar ship is fitted with a Labnav (short for
Interstellar travel covers very great distances, and ‘Labyrinth Navigation’) computer in addition to its standard
travel times are often so long that living passengers need astrogation equipment. Labnavs are strictly used to lead
18 to be put in cryostasis for the majority of the journey. a ship between the two exits of a previously discovered
Labyrinth path.
Space flight technology is still evolving. It was born just
faith: core book
over 300 years ago, and scientists and engineers of all While crossing the Labyrinth from one exit to the next,
species work tirelessly to solve its many problems. In the ship passengers may experience severe sensorial distor-
words of engineering mogul Xeon Magno, ‘If we managed tion from the lack of spatial reference points; thus, most
to make a space civilisation into reality, I have no doubt that spaceships are equipped with sensorial shields to protect
one day we will have a galaxy-spanning travel network’. the crew against disorientation and brain damage.
BEACONS
THE LABYRINTH
Even with the best labnavs and astrogation equipment,
Space travel is only possible thanks to The Labyrinth, traversing the Labyrinth is still risky, and many ships get
a network of wormholes that naturally connects all the lost in its tunnels outside spacetime. To mitigate this,
universe from one end to the other. the Corvo came up with the Labyrinth Beacons - space
‘lighthouses’ that are dropped at various points inside the
The Labyrinth is as vast as the Universe itself, and, Labyrinth, allowing labnavs and comm systems to latch
although all starfaring species have more or less learned onto their signals. Soon the Iz’kal replicated the Corvo tech-
to navigate it, nobody truly understands how it works. It nology, and nowadays beacons from both species dot the
allows ships to go from one end of the Universe to another, Labyrinth paths, safely leading ships to their destination.
and that’s enough for now; but all sentients know that a
true understanding of the Labyrinth would be the ultimate Beacons were designed as travelling aids, but currently
advantage in the space race. their most frequent use is information relaying. As direct
data transmission across the Labyrinth is still impossible,
The Labyrinth was discovered by accident by the Corvo many Corvo and Iz’kal colonies - typically the largest and
scientist Mehdi Ben, who was looking for a way to follow oldest ones - use beacons as stop points for data transmis-
and ‘ride’ gravitational anomalies to large gravity centres, sions, allowing them to keep in touch with other worlds
such as other star systems. The experiment discovered even across the spacetime abyss.
that not only such anomalies were common in the universe
- they already had paths between them. These paths - a
veritable maze of millions of wending, twisting spacetime
DISTANCES AND COMMUNICATIONS four-light-year trip may take six months, while a thousand-
light-year leap might be completed in a few hours.
Even with interstellar technology, the universe is an
unthinkably vast place, and it’s only getting larger as its On average, a Labyrinth trip lasts two weeks, but the
inhabitants colonise more and more worlds. Maintaining variations run the gamut from a few minutes to several
contact, let alone a civilisation, across light-year distances months. Additionally, the spaceship needs to travel from
does not become easier. It becomes much harder as civili- the planet or station of origin to the entrance of the
sations grow in size and influence, with new colonies being Labyrinth, and then from the exit of the Labyrinth to the
founded further from power centres than ever. planet or station of their destination, which can take up to
several weeks or even months. The longest trips often ac-
As a result, the FAITH universe is still a lonely, threaten- commodate for crew members to enter cryosleep during
ing place, particularly for the people in fringe settlements, transport, which usually displaces travellers in time with
far away from the resources and protection of their politi- respect to their neighbours or loved ones, making them
cal and economic centres. younger or older than others born at the same time.
COMMUNICATION
COLONISATION
If space civilisations are as large as their connected
The greatest tool, and also the greatest problem, of in- networks, then the most important tool of colonisation is a
terstellar civilisations is the ability to settle distant worlds. large comm system. The problem is, networking is impos-
New worlds lead to new cultures, new discoveries, new sible between labyrinth exits.
natural elements and new lifeforms; every new colony
sparks huge scientific and social leaps, expanding interga- The Corvo and Iz’kal solved this problem with Labyrinth
The Universe
lactic civilisation in every direction and every aspect. beacons, but these are of course much slower than same-
star transmissions, and data that take milliseconds to
A BORDERLESS MAP cover an entire planet can take hours - or even days - to
travel across the Labyrinth.
As new habitable planets are discovered and occupied,
a civilisation becomes more powerful and numerous. They As a result, the farthest colonies are often behind in 19
are also much harder to manage, as the borders become news and important events. And this is for the largest and
TRAVEL DISTANCES While it may take only a day for a labyrinth beacon to
transmit data, a server ship can take months; thus, the
Most interstellar travel is only possible through the most remote settlements often feel disconnected from the
Labyrinth, where trips can cover anything from a half- very civilisation that founded them, which leads to many
dozen to several million light years in one day. Travel times colonies seeking their own independent governments.
through the Labyrinth don’t match actual distances, and a
religion
THE GODS
While there is no reason for the existence of
life, life itself does not care. The problem arose COMMANDMENTS
when it gained consciousness and came to real-
ise that its own existence was an accident. In its
realisation of itself, a voice spoke from within. The Gods of FAITH are fickle beings. However, it is not
It told a truth - the only truth: life ought to cre- rare for them to pay attention to their believers, who are
ate its own reason to be, lest it be consumed. the source of their power and their only way to mould the
Universe to their desires. Gods can grant powers to their
-Amir Da’ab, Iz’kal theologian believers if they like their behaviour, or withdraw their
support if their believers betray them.
The Five Gods of the Universe are the most unique
element of FAITH. No living being can say exactly what they Each God has a set of commandments that instruct fol-
are - five supreme entities sitting at the centre of Creation, lowers on their God’s desires. While their specific interpre-
a collective hallucination, or the manifest embodiment of tation may vary, it is commonly agreed that the Gods agree
belief itself - but few doubt they exist, or that they indeed with many versions of the same concepts.
affect the fates of mortals. Some try to deny their exist-
ence, but they cannot deny their power, even if said power The wishes of the Gods are open to interpretation; as
can only manifest through their believers. they lack a voice to speak, their desires are very much a
matter of faith. Believers follow what they believe is just
Religion: The Gods
The Gods are the force behind every adventure, the and it is proven that there are several correct interpreta-
hands behind the story, the power that makes heroes or tions of the commandments of each God.
monsters out of mortals depending on the one thing that
belongs freely to every one of us - what we believe. Differences in beliefs are common between believers of
the same God. Some are amicable, while others have driven
Some say there are as many Gods as there are minds, different cults to war. Several religious wars have been
each God matching the being to whom they are connected. fought by Soulbenders empowered by the same God on
22 However, most people believe that there are only five both sides, and the common belief that explains this fact is
Gods that take on many forms. Believers do not choose that the Gods do not care much about the trifling differenc-
their God, nor do the Gods choose their believers. Instead, es their followers might have. They only care about making
faith: core book
believers are linked to their Gods through their personali- the world right in their own eyes, and in these wars they
ties. In FAITH, the Gods are not creators or allfathers. They appreciate and support the righteousness of both sides.
are entities that surged from the collective conscience of
beings that have found a similar reason to exist. The Gods
came into existence at the very same time as their believ- THE NATURE OF GODS
ers. Now, every new being that finds a reason to exist finds
a similar God within him.
The Gods are the greatest power of the FAITH Universe,
The Gods are powerful, but intangible; they exist only and its greatest mystery as well. Very few things are known
inside the minds of their believers, yet somehow they exist for certain about them, apart from the fact they exist.
as a single entity in all of them. Gods have no body nor
voice, nor do they have the capacity to affect the Universe There are three principles about the Gods that most
directly. They can only do so through their believers, be- scholars agree upon, known as Da’ab’s laws after their first
stowing their gifts of power upon them, or taking those proponent, Iz’kal theologian Amir Da’ab:
gifts away.
1.
The Gods do exist, and there are no more and no less
When two species meet in the vastness of space they than five.
know they will have at least one thing in common: they all
have the same Gods. 2. The Gods represent rational and moral values and
philosophies.
Those who stay true to the path laid out before them by
their God can expect great powers in exchange: abilities of 3. The Gods grant unique abilities to some of their
a supernatural essence that defy reasoning or explanation. followers.
Throughout the centuries, different people from all species
have studied the signs sent by the Gods and have written Other than the three Da’ab’s laws, nothing about the Gods
the commandments of each God accordingly. is known for sure; not even their names, although Da’ab
also created a system to give them universal names, which
are generally accepted by all starfaring societies.
that their forebears were forced to develop a currency It bears noting there were very few instances of racism in
system so as to manage their excess of goods. Corvo History - the Corvo were so competitive, even within
their own clans and families, that they held no special
After currency came the first carved idols and evidence animosity to other tribes; they mistrusted and antagonised
of burial rituals, and only then did later Corvo learn to craft everyone equally.
iron and bronze weapons, which they used mostly against
stronger and faster predators. Thus armed, the Corvo Curiously, the first Great Corvo Empire came not out of
spent the following 40,000 years establishing themselves Ouzhou, but from one of the Meridian tribes. There are no
as the dominant species in Quanjie, during which most other actual records of what this Empire called itself, but modern
native animal species were driven to the brink of extinction historians have a name for it - a name that is still taught and
- or wiped out altogether. Having evolved to need virtually remembered in the Corvo History InfoNet; a name that has
no additional nourishment or protection, the Corvo didn’t become synonym with grandeur and success. They called
bother to domesticate or coexist with any other creature, it Gong Jingjie.
with some very specific exceptions - most noticeably the
feifeng, from which they extracted several materials for Flourishing along the great Hung River, Gong Jingjie was
building and trading. Other than those few useful crea- the first Great Corvo Civilisation in more than one sense
tures, and the many varieties of plants and fungi that con- - it had the first walled cities, the first writing system on
stituted their main diet, most other beings were either prey record and the longest uninterrupted line of rulers in Corvo
or a danger to the Corvo. Therefore, the rise of the Corvo history - the Erzi, worshipped as divine beings. This led to
was directly proportional to the near-extinction of almost the first organised religion in the known universe.
every other Quanjie lifeform.
Doubtlessly, the near-divine reverence accorded the Erzi
The Corvo History
126
faith: core book
The upper echelon of Soulbender hierarchy, the supreme beyond, sending quantum probes to detect energy traces
followers of every God and the most devout beings in the that prove Gods are real. These probes have never turned
universe, are known as Avatars - true manifestations of in any conclusive result, but many have detected subspa-
their God’s will, which resemble their deity so much they tial waves that could prove that Gods are made of mental
represent Him in the material plane. energy. There are hundreds of studies derived from these
probes, intent on determining the true nature of Gods once
The Avatar of a God has an unshakable faith and disre- and for all - but, like every scientist knows, the more you
26 gards all other ways and beliefs. He is usually considered learn, the further you are from the ultimate truth.
a prophet by his coreligionists and his words are listened
to, learned, and studied by theologians and other believers.
faith: core book
GODSEEK
Some Avatars are so powerful, and their willpower is so
strong, they have abilities unique to them that nobody else EXPEDITIONS
in the universe manifests. They tend to be named after this
special power: the most famous Iz’kal Ergonaut prophet is
known as the Necromancer, as it is thought that he can bring There have even been attempts to contact or find the
the dead back to life. The leader of the infamous Firebirds Gods directly. These “Godseek expeditions” are the sci-
pirate organisation is called the Seer. Not only is he always entific equivalent of yearly pilgrimages, where explorers
where he is never expected, but his vessel, the Mockingjay equipped with advanced quantum sensors and computers
- despite the combined efforts of the Iz’kal State and the go ever farther into the labyrinth, trying to penetrate spa-
Megacorps, and the many well-prepared ambushes it has cetime and contact the Gods at their core.
suffered - has never been caught. It is thought that Hexia
has rewarded The Seer with the power of clairvoyance. There has never been a single successful Godseek
expedition, which doesn’t prevent hundreds of scientists
There are many other prophets. Some remain mysteri- and institutions financing such explorations and adventur-
ous and their powers unknown; the only thing everybody ers signing up for them, not only because they pay very
seems to agree upon about them is that their every desire well but also for the promise of discovering the greatest
seems possible. mystery in the universe.
The QUAN started out as the Free Action Quanjie (or FAQ),
a small, harmless separatist cell, a few decades after the
Space Age began, during the Great Sundown Recession.
The group became a much larger and far more serious
organisation after the discovery of the Labyrinth, when
every colony got an influx of corporate investment, which
allowed its members to afford a reform and expansion of
The Corvosphere
2
in the Corvosphere. It only grew larger with subsequent
4 2 0 8 decades, alternating periods of vicious attacks with long
periods of inactivity, usually associated to the turmoil and
peace of the Corvosphere as a whole.
PHYSICAL 5 INITIATIVE 6 MENTAL 3
STAT 2 STAT 2 STAT 1
Currently the QUAN is a very active threat to the peace
and well-being of Corvo society, staging increasingly
CLOSE STANDARD
QUARTERS
3+ DISTANCE
3+ deadly attacks and sabotages against important economic
targets in all Quanjie territories; and it has started to spill to
Tiantang as well, with new QUAN members appearing - and
Nemesis
attacking - at some sectors of the Dyson Ring.
Plasma weapon (It ignores 1 point of armour). The
attack gains one advantage against dodging. The current QUAN leader, and perhaps the craziest Corvo
to ever hold that title, is High General Pao Qin, a man so
fanatic that he seems to be a living, breathing cartoon
super villain. His schemes are equally outrageous, running
Impulsive
the gamut from stealing the drinking water of an entire city
If he is not caught by surprise, his Initiative during the to building a giant plasma cannon to bring down passenger
first round increases to 12. ships. Under Qin, the QUAN has at last been classified as a
planetary-level threat, and the Megacorps are taking steps
to stop him.
The Corvosphere
but now has branches in every Tiantang sector and
many areas of Quanjie and New Quan. SSF AGENT
The Secret Service combats mostly acts of
sabotage by radical groups such as QUAN and the Kalivan 2
Human Front, but it also provides intelligence on Level 2 :: Corvo :: Crafty
the Iz’Kal and for the Ravager War. For the latter, 133
mov. 5 metres :: weight 56 kg :: height 160 cm
a special Secret Service office has been opened to
Inner Focus
134
faith: core book
NEW QUAN a year, the Tianta settlement had split from New Quan, and
within a decade there were no less than five large cities
Planetary Type: Water world in the planet’s main continent. After a century, the entire
world’s surface was settled, its land divided and its mining
Population: 11 billion
and natural resources bought by, and split between, the
Day: 27 standard hours Megacorps. Currently, the planet - named New Quan, like
Culture: Eco-friendly techno-industrial settle- its first and largest megacity - still receives some ten to
ments fifty thousand immigrants every day, seeking the promise
Location: Yaolong system, 2.5 standard months of new territories and opportunities. Of course, the planet
away from Tiantang is much less free for the taking than it once was, but it still
offers more space and a lower cost of life than Tiantang,
Production: Biotech, manufactured goods
while offering a much better lifestyle and job opportunities
Social Rank 4: Isolated pockets of stability in most- than other colonies. It is also one of the top touristic spots
ly untamed planet in the Corvosphere thanks to its healthy mix of natural en-
Economic Rank 4: Sharp difference between tribal vironments and expensive resorts.
bartering and thriving cities
Atmosphere: Breathable, clean Despite its development and population, New Quan
remains a mostly quiet, empty, untamed world. This is due
New Quan, the first and largest Corvo colony in the both to its enormous landmass - almost three times that of
universe, was founded 300 years ago when the Corvo dis- Quanjie - and the lack of need for settlements to communi-
covered how to make use of The Labyrinth and sent five cate with each other. Every New Quan city and settlement
ships to the remote Yaolong system, located across the is directly financed and maintained by one of the Megacorps
galaxy from Tiantang. at Tiantang and independent from all others; this, together
with the Corvo’s natural lack of what we understand as a
At first, New Quan was only a small, multicultural settle- national or local identity, has prevented the appearance of
ment, but the planet’s soil and atmosphere, which almost roads, countries, borders, named continents or any settle-
mirrored those of the Corvo homeworld, proved far more ment larger than a big city. The resulting landscape consists
suitable for growth and development than predicted. Within of vast tracts of unsettled land, dotted at large intervals
POWERS THE IZ’KAL STATE
Ergonaut Soulbenders manifest powers that help them The most powerful Cult of Ergon is the Iz’kal State itself,
create unity. They can join minds or places, inspire others, where everyone puts their own needs aside for the common
promote cooperation, communicate telepathically or em- good, and actually achieves the ideal of creating personal
pathically, and even repair objects or heal bodies. well-being out of such selflessness: the Iz’kal have the
better average quality of life of any sentient species, and
BRIDGES they got it by thinking about the group first. If that’s not the
exact definition of what Ergon is about, nothing is.
Many Ergon Soulbenders gain the ability to establish
bridges between people or places; these powers range Furthermore, the State is officially an Ergonaut society,
from promoting understanding between two disagreeing and the faith of Ergon is actively taught as the best and
parties to opening actual, physical portals between distant most wholesome ideology to both children and adults
spots. The mightiest Ergonauts can lead their people from everywhere in Iz’kal society. There are indeed believers
one end of a world to the other. of other Gods among the Iz’kal, but they are more or less
outcast by their kin, or peer-pressured into converting to
COMMUNICATION Ergon’s worship.
This is by far the most common power tree of Ergonaut The Cult of Remembering, the largest organised
Soulbenders, and includes such things as telepathic com- Ergonaut group inside the State, is an officially-sanctioned
munication, reading and understanding the hidden feelings cult dedicated to seeking joint experiences, using Ergon-
Religion: The Gods
of others, joining minds for a single purpose, or giving emo- given powers to relive - always in large groups - events of
tional inspiration to a group. the Iz’kal ancient past, to foster the species’ unity through
their collective memory.
JUDGEMENT
The Sulivar Hive, another State-bound Ergonaut church,
A variation of the communication power tree, this power is a totalitarian sect that believes in squashing all individual
allows Ergonauts to force others into thinking like they thought and promotes a hive mind lifestyle, inspired by the
30 do, or to feel guilt or psychic feedback about being selfish incredible fungal and plant lifeforms of the Sulivar colony.
or causing harm to others. Although this is the darkest Having veered away from the more peaceful outlook of the
Ergonaut power tree, they refer to it as ‘giving back’, traditional Church of Ergon, the Hive believes in strength
faith: core book
meaning those who have caused pain receive pain in return. and unity, training its members to sacrifice their individual
feelings and thoughts for their group.
PROTECTION
Other Iz’kal, and particularly other Ergon cults, see the
A few Ergonauts can shape their will to help and protect Sulivar Hive’s methods as brainwashing and have tried to
others by altering physical laws and forming solid or influence them into giving more freedom to their Hyper-
energy shields around their people. They gain abilities such links. Although it is not openly warlike, nor has it ever pro-
as interposing themselves between their loved ones and an nounced itself against the Iz’kal State or society, the Hive is
attack, or stalling natural catastrophes until their people an anomaly within the Ergonaut Faith, and most other Iz’kal
are safe. Ergonaut Soulbenders with protection powers are are uneasy or outright worried about its existence.
among the rarest and most respected of their kind.
THE PSYCHIC NETWORK
REPAIR
The largest Church of Ergon after the Iz’kal State is the
The least common power tree of Ergonaut Soulbend- Psychic Network, an Ergonaut cult that stays connected
ers is the ability to repair broken things, which includes across cities, worlds and stars.
healing others - with a few very powerful prophets known
for raising the dead - and rebuilding fallen houses or disas- More a star-spanning community than a Church, the
sembled items. Everything that brings unity to disjointed Psychic Network keeps in touch with its members through
matter is within the province of an Ergonaut. daily newscasts, music and arts shows, religious sermons
and social media channels. It was founded by Corvo and
Human Ergonauts that wanted to emulate the Iz’kal Hy-
WORSHIP perlink - and their religion. Nearly every Ergonaut outside
the Iz’kal State is connected to the Psychic Network, which
There are many small Ergonaut cults across the functions as an interstellar parish, cultural identity and
universe, but the largest and best-known is the Iz’kal State, warning system all rolled into one.
which consists of billions of sentients committed almost
exactly to Ergon’s ideals.
Despite the Psychic Network’s name, and the fact that This High Council, made exclusively of Raag matriarchs,
many of its elite members are indeed telepathic Soulbend- rules the - mostly Kalivan - Raag civilisation, and includes
ers, most of its communications use radio and digital many devout Ergonauts, whose soulbending gives them no
signals, and it still needs special beacons and server ships special status beyond the one they already have as leaders
to keep its members informed. Nonetheless, there are of their species.
members of the Psychic Network everywhere from the
slums of Tiantang to the Megacorp districts, from the Coa- HUMAN EQUALISTS
lition ships in the war to the farthest colonies in the edge of
the Corvosphere. Finally, many Equalists - Human members of a political
philosophy that believes in giving priority to social concerns
Every Iz’kal is welcome and able to tune to the Psychic over individual gain - are also Ergonauts, although they are
Network via Hyperlink, but they still must rely on arti- not organised as a cult. There are millions of Equalists in
ficial communications to keep in touch with off-world the galaxy, but not all of them worship Ergon; on the other
parishioners. hand, every Human Ergonaut Soulbender is an extremely
vocal and hard-core Equalist.
Several Corvo corporations have tried to outlaw the
Psychic Network in their jurisdiction, as it fosters resent- A small but noteworthy subset of the Equalists is com-
ment against the Megacorps and an unwarranted admi- prised of Naturalists, tribes of Human Wasters who praise
ration of the Iz’kal State, but as the Corvosphere laws the natural elements that are present on Earth, such as the
demand freedom of religion, they haven’t been able to stop sun, the moon, fire and thunder. Naturalists have attracted
the Network for long. For its part, the State is uneasy that a the attention of Corvo researchers for their extraordinary
Membership to the Brothers and Sisters is reserved to The One Brother, a famous image of Ergon from ancient
Ergonaut Soulbenders with a calling to talk to others; they Human history, is depicted as a naked, tall man with arms
all have their own daily broadcasts, with different subjects, extended. His heart often appears bleeding and tears fall
tone and style, and they are all celebrities and respected from his eyes, but he is always smiling, meaning that his
opinion leaders among the Ergonaut communities. sacrifice makes him happy. He is not a leader, but instead
represents everyone at the same time; he usually appears
Currently, the best-known Psychic Network broadcast- surrounded by other Humans holding hands, at the centre
ers are Sister Yanga (Human, from Tiantang Zuihou sector), of the community where everyone else is equal to his eyes.
Brother Leeng (Corvo, transmitting clandestinely from
the Zhui Xi colony), Sister Hu (Corvo, from Tiantang Non- Some Iz’kal tribes from before the Korian occupation
gchang sector), Sister Arma (Human, from the Huangdì depicted Ergon as The Great Tree, a cosmic tree with infinite
Corvo colony), Sister Tai (Corvo, from Quanjie), and Brother branches and infinite roots, which touched everything in the
Zahim (Iz’kal, from the Coalition War Front). All of them are sky and was touched by everything in the world. The Great
Ergonaut Soulbenders, dedicated to keep their audience Tree gives life to everything, and everything gives life to
informed, hopeful and united. the Great Tree; its fruits feed its own roots, and everything
in the universe flows from root to trunk to branch and falls
THE RAAG HIGH COUNCIL again to the roots - such is Ergon’s way.
When you are in a laboratory and a chemical reaction It is the duty of a good Hexian to find ways to improve
goes wrong, you do not yell at the test tube, and you do society, regardless of what people might think. What
not blame it on the evilness or laziness of the compounds is truly important is that their grandchildren will live in
- they have no choice in how they react. People are like a better place. History will recognise the efforts of the
chemical compounds: they react as such, and they should smart.
be treated as such. And sometimes, one compound needs
to be removed to save the whole reaction.
COMMANDMENTS
Democracy is a beautiful and necessary concept, but
in an unequal society it is destined to fail. In a democracy Hexian commandments encourage a cool head, an
there are different powers, lobbies, groups, associations, objective viewpoint and improving society through well-
industries, and many other kinds of pressure groups. informed, proven criteria.
Choices are made based on what is possible and allowed
by those powers. As they are not constant nor in agree- ◊ Pursue Knowledge and Expertise
ment, changes proposed by many different and conflicted
powers can take place. However, the general trend is ◊ Show Others the Way
obvious and logical: in the long run most changes lean
towards the strongest power, because those that have ◊ Set the Greater Good Above All Else
the most resources have the best chances of winning and
securing even more resources. Power is thus accumulated ◊ Do Not Bend Your Will to the Majority
POWERS Supposedly, the Equation Supreme is a series of numbers
and calculations that reveal the true order of the universe;
Since Hexia’s ethos is concerned with objective reality, it describes, with numerical precision, the exact measure
His Soulbenders are potentially the most powerful - but of spacetime and reality, and the perfect correlations
most never go beyond power over perception; very few between every quantity and measure in the universe. This
achieve true reality control. hypothetical equation cannot be understood or calculated
by common mortals, and only a pure Hexian worshipper
ALTER REALITY could understand its value and meanings. If a Hexian could
achieve such purity and devotion that he was allowed to
The ultimate expression of Hexian soulbending, the understand the Equation, he would be all but omniscient
power to alter reality allows believers to make the universe and omnipotent, seeing the objective nature of the universe
suit their beliefs, mostly through control of time, space as it is.
or distance. Thus a Hexian Soulbender can cover a long
distance in an instant, or make time seem to go faster or There’s an ancient school of Hexian thought that holds
slower. that, as Hexia teaches that there IS an objective universal
truth, then a mathematical equation to measure said truth
Most of these powers are limited to the wielder’s own must necessarily exist as well. Most modern Hexians disre-
reality; that is, self-teleportation or altering one’s own gard the idea, even denouncing it as blind faith and magical
actions across time. Only the mightiest prophets can extend thinking - the exact opposite of Hexian tenets.
this control of reality to other people or things, freezing
them in time or sending them miles - or years - away. As the debate continues, thousands of Hexian scholars
Religion: The Gods
Everyone deserves a chance, and Kaliva will grant it to ◊ Do Not Bear a Master
them regardless of the prospects of failure. Failure is just
a part of the learning process, no matter how many times ◊ Each to Their Own
it happens. For Kaliva, true failure is giving up, feeling satis-
fied with less, or living off of the hard work of others.
POWERS
Taking things for granted and not working hard are
symptoms of a sick society that preys on the goodwill of Kalivan power trees are focused on improving their fol-
hard workers; feed a man everyday of his life and you are lowers’ abilities, particularly skills that help them survive
left not with a productive citizen but a pet. To allow someone against others be it through combat or any other kind of
to rely on another person’s hard work is disrespectful, contest.
FORTUNE THE CORVO CHURCH OF KALIVA
The most common of Kalivan power trees, Fortune The largest cult of Kaliva in the universe is the official
allows Soulbenders to increase their chances of success Corvo Church of Kaliva. This is more of a media network than
at any endeavour, but it only works if the Soulbender does an organised church. It is focused on broadcasting Kalivan
work for it. Many Kalivans shun the Fortune power tree as shows, from fiction series with a Kalivan message, to live
‘lesser’ because it involves luck; it doesn’t actually involve contests and televangelism, and even selling Megacorps
blind chance, but an added reward to those that fight for it. products during commercial breaks. Millions of Corvo tune
in to the Church of Kaliva and follow its celebrities, headed
Kalivans with this kind of power still have to exercise, but by Mama Soul, one of the most famous individuals in the
they get stronger after it; they still have to work, but they Universe.
earn more for it; they still have to fight, but they hit harder.
Regardless of its shallow and commercial nature,
HUNTING the Church does spread the word of Kaliva to millions of
believers, so it still counts as a legitimate Cult and Kaliva
This power tree strengthens the survivalist aspect of approves of it.
Kaliva, which concerns both the skills needed to survive and
those needed to fight others and prevail. THE MAD KALIVA CULT
Hunting powers are mostly about perception; they A strange, small sect of Corvo Kalivans dedicated to love
increase the Soulbender’s senses while they cloud others and hedonism; nobody knows whether the Mad Kaliva cult
Religion: The Gods
to his presence. Thus, this power tree includes the ability does actually worship Kaliva under a very personal inter-
to hide oneself from others, detect others who are hidden, pretation, or they are a disguised Ledger cult.
and chase and bring them down across great distances.
The Mad Kalivans propose that the struggle that Kaliva
A Hunting Soulbender can identify and kill a marked prey advocates has no greater manifestation than an intimate
regardless of how well his target has been hidden, how far act between two creatures, and that sexual attraction and
away it has gone, or how much time has passed. competition are actually the core of Kaliva’s teachings.
38
SUPERIORITY Mad Kalivans don’t strive to be the strongest or toughest,
but the most desired and sexually endowed. They also pride
faith: core book
This is the most common power of Kalivan Soulbenders, themselves in their ability to endure all kinds of intoxication
and many of them display some lesser Superiority abilities. as a mark of survival ability, by which they justify being in
an almost permanent drugged state.
These powers are, in a sense, the opposite of Fortune
abilities, as they reduce random factors in favor of the Other Kalivans see the Mad Kaliva cult as a fraud, a fake
Soulbender; but again, they only work as long as he is and a mockery of their faith; however, the cult does have a
superior to his opposition. By using superiority, a Soulbend- lot of legitimate followers and remains very popular among
er ensures those weaker than him don’t get lucky shots, but the Corvo, plus their leaders seem to be true Kalivan Soul-
he can only use such powers if the odds are already in his benders, with the ability to incite basic instincts in others.
favour; that is the core of Kalivan faith.
THE SECRET ACADEMY
Superiority makes Soulbenders ‘more superior’, but only OF YINSHEN SHI
if they already are; it helps only by reducing the chance that
a weaker opponent will defeat the Soulbender by some The order of Yinshen Shi is one of the most exclusive
unfair fluke. Thus a Soulbender runner can ensure victory and respected Kalivan cults in the universe; it only accepts
at a race, but only if he already is the better athlete; a members with a special set of skills, and all recruits are
Kalivan sniper can guarantee his shot will hit its mark, but sought individually and secretly - there is no open member-
only if his skill has been proven and his aim is sure. ship to the order.
The government of the Corvo colony in the ice planet Zhui And thus its double symbolism becomes clear: by trying
Xi is itself a Kaliva cult, and its leaders - incredibly powerful to beat the unbeatable, a Kalivan ensures he will struggle
Kalivan Soulbenders - are also the colony’s rulers. The forever; by struggling forever, he becomes himself the
Church of Zhui Xi is the closest the Corvo people have to a unbeatable beast.
theocracy.
THE SWORD
The Church of Zhui Xi is gentler and kinder than other
Kaliva cults, focusing more on the superiority and self- A simple double-edged sword is a common and popular
improvement aspects than in direct struggle and competi- symbol of Kaliva, as it represents the ability to inflict harm
tion. They rule their colony like some fairy tale kingdom, but also the risk of suffering in the way.
promoting selfishness through happiness.
CREDITS
Other Kalivans see them as weak or pampered, but the
truth is that the Church of Zhui Xi and its prophets may well As unsophisticated as it may seem, credits - or money - is
be the most powerful Kalivan cult in the Corvosphere. one of the most literal representations of Kaliva, and it’s
use as an actual religious symbol is increasing by the day in
THE K’ARIL KAHIL SECT the Corvosphere.
The only significant Kalivan cult outside the Corvosphere Credits embody all of the qualities pursued by followers
is the Iz’kal K’aril Kahil sect. The K’aril Kahil are the leaders of Kaliva - power, independence, status - and their ritualistic
of the Iz’kal Freedom Federation (or IFF), a group of radicals use is embedded in the very fabric of Corvo society. People
that seek to destabilise and depose the Iz’kal State, replac- are known to pray for and to it on a daily basis.
ing it with a military meritocracy.
VEXAL BELIEVERS
“Very few people are smart Vexal worshippers, known as Vexales or Vexalites, don’t
enough to understand their like to follow any rules, but they have a deep respect for
own real needs, and even others and are always willing to give a helping hand. They
fewer are smart enough do not take orders very well and dislike societies that
to understand the needs of expect everyone to live by the same rules; they believe that
others. People with power each person should be treated differently but respectfully.
are more likely to do more
bad than good, even if they Vexalites believe there will never be peace for as long as
have good intentions.“ there is any type of hierarchy; there must be an absolute
dissolution of the principle and practice of authority. This
- OIDIA, [unknown species] hacker is why, while they will not sacrifice their freedom for
anything, Vexalites are always willing to sacrifice their life
Vexal, the God of Freedom, represents the fact that for freedom.
liberty equals truth; whatever isn’t free is fake. He’s a God
of cooperation, as liberating others is the greatest act of While they have a reputation for being poor team players,
freedom possible. In helping others be free, we increase Vexales have proven that they are extremely hard-working
freedom in the universe and thus liberate ourselves. people. Understandably, they want to choose their occupa-
tion and they will not be happy when told what to do, but if
Vexal lives in the random animal instinct, and also in the they do choose to work on something they are very produc-
◊ Benefit Others
The only goals that all Starmappers share, also known as Perhaps the most famous member of the Starmap Guild
the Four Words, are: is Arka Bozag of the Crystal Staff, the Human Prophet of
Vexal. He enjoys no special status within the Guild, but most
Freedom: The Starmap Guild seeks to help free the Starmappers are in awe of him and look for his counsel, or
universe from authority and leaders. Most Starmappers try to follow his search for the universe’s lost relics.
are anarchist collectivists, and believe a leaderless, organ-
ised society is the best, or only, way to save civilisation.
DEPICTIONS
Knowledge: All Starmappers hold knowledge as a
cardinal virtue, second only to freedom itself, for it is only Vexal’s official symbol is a tunnel of spinning cubes, which
through knowledge that freedom is achieved. They all love represent the many realities and Vexal’s ability to see and
a good mystery, however, and prefer to research and look go through them all. There are very few other depictions of
for their information; as learning methods go, an adventure Vexal, mostly because His followers don’t like cults.
is better than a book, and to solve a mystery is better than
to attend a conference. THE SEEKING EYE
Sharing: Freedom and Knowledge are nothing if they are Some of the most scholarly Vexal worshippers, such as
not given to everybody else. Thus the Starmap Guild seeks the members of the Starmap Guild, use a seeking eye as
to liberate and teach others, or at least to offer them the a representation of their God; for them, Vexal represents
tools to do it themselves - if they so wish. inquisitiveness, curiosity and intuition, which are a form of
freedom and, more importantly, a form of travel.
orate practical jokes, so this may have already happened. One of the largest organised gatherings of Ledger wor-
shippers in the galaxy, and perhaps the most fearsome, is
A Ledger can take a joke so far that he might even the so-called Order of the Broken Chrysalis, or ‘the Chrysa-
increase the reach of the God he is falsely following, taking lis’ for short.
his joke to the grave - or he might blow up a cathedral and
cause a war between two cults instead. Comprised solely of survivors of the darkest experi-
ments performed in genetic and cybernetic labs every-
46 MESS WITH FAITH where, the Chrysalis gathers some of the craziest, most
wretched beings in the universe. Chrysalians - as they call
When a Ledger Soulbender is not stealing another God’s themselves - are few in number, and rarely work together
faith: core book
powers or impersonating their Soulbenders, he is given - which is a blessing, because Chrysalians are very danger-
power to destabilise faith and belief. ous psychopaths.
Thus a minor Ledger Soulbender can make others feel Every Chrysalian was once the subject of a horrid experi-
uneasy about their own opinions, or simply uncomfortable, ment that left him disfigured or physically broken, often
from an itch they can’t find to a sudden, unexplained feeling with devastating or even monstrous results. The Chrysalis
of depression. More powerful Soulbenders can make accepts members of any species and culture - just as un-
others lose control of what they say and feel, causing them scrupulous scientists accept guinea pigs from any genetic
to cry, turn violent without reason or renounce their loved stock - and has been known to welcome victims of Ravager
ones. The mightiest Ledger Soulbenders can induce true Alterants, as well as survivors from underworld Corvo
madness or fear, or even make other Soulbenders lose their hospitals and failed test subjects from Iz’kal labs. There is a
faith - and thus their powers - temporarily or permanently. membership requirement, however - the Chrysalis recruits
only those experiment survivors that have been driven
insane by the experience. Be it because of physical disfig-
WORSHIP urement, genetic tampering, brain damage or cybernetic
modifications, everybody in the Chrysalis is stark raving
Ledger is the only God without any recognised cults. mad.
Most Ledger believers are unstable enough to be too dan-
gerous for each other; they are surely unstable enough to Once a member is inducted, the Order teaches him
be a danger to themselves. But it is in the nature of Ledgers to see his disfigurement as a new stage of being - to see
to not care about themselves, and sometimes misfortune himself as a new, improved creature, transformed into
brings a few of them together, and horrible things happen. something better by his horrible experience. When the
These underground groups never last very long, as even Chrysalis doctrine takes hold, it exacerbates the subject’s
Ledger himself, in all his might, has trouble keeping his fol- madness, turning him into a dangerous, deluded extrem-
lowers alive. It is not known whether he actually cares. ist... and granting him Ledger powers. Chrysalians rarely
live long, but those that do become skilled and dangerous
Soulbenders.
The Chrysalis seeks nothing less than to destroy interga- can sense that a Marked has ‘a bit of Ledger’ inside. Not all
lactic society - partly for revenge - but mostly because its Marked know their own nature, but they sense each other
insane leaders see civilisation as a disease, a decadent path instantly; a Marked one will feel an instinctive kinship in the
that leads to pain and living death. By plunging everything presence of another Marked, even if he doesn’t know either
into chaos, Chrysalians seek to transform the universe as of them is a Marked.
they were once transformed. Their symbol - a dark butter-
fly tattoo - reflects this belief, and has become a symbol of THE WHISPER
terror for the few that have seen it. For Chrysalians, Ledger
is an agent of transformation and evolution, and the Dark The best organised Ledger cult in the universe is the Iz’kal
Butterfly is Ledger’s mark. assassin sect known as The Whisper. Although they are
Ledger worshippers - and count some powerful Soulbend-
The Chrysalis is precariously organised at best, and its ers in their membership - they do have a common goal: the
members are scattered all across the galaxy; but most utter defeat and dissolution of the Iz’kal State. They have no
Chrysalians, even isolated from the rest of the order, other reason to do this than to see the largest, most solid
manage to organise small but fearsome terrorist cells, political entity in the galaxy disappear, and thus Ledger is
dark cults or assassin gangs. Where a Chrysalian goes, pleased with them - but they certainly show too much dis-
death and horror follow. cipline and group identity for Ledger standards. They must
be up to something.
THE MARKED
They are not a group, but they are a tribe. They aren’t DEPICTIONS
Xian Dong was a real downer. He even paid a a fool like Xian Dong lecture her: She could get a
monthly fee to a lifemod app that made job anywhere she wanted in the Corvosphere, but
him “unreadable” for other people’s she wouldn’t dare miss working on the biggest ac-
lifemods! Once, the office run a Gong celerator in the entire Universe.
50 Jingjie themed lifemod party, and Xian
Dong refused to turn his app off, totally In the main lab, she ruled. There, not even Xian
ruining their fantasy with his ugly ass suit Dong’s father, the company owner, dared contradict
faith: core book
and old school computer helmet. her. Nor he needed to: he couldn’t care less about
whether Lui Lan used the accelerator to heat up her
Lui Lan was going to turn it off herself lunch if she kept making profitable discoveries.
anyways, she wouldn’t dare enter the
lab with it on. She plugged her cortex connector into the super-
But computer and gained control of the whole system.
The computer’s feed became her thoughts: She
“remembered” the notifications the computer had
produced through the night. She also did not have to
read anything; all the information entered her brain
at the speed of light and formed memories clearer
than the VR show she watched last night.
The Corvo
overdose.
a Corvo-like, free market government with a focus on the rare gift in the candid Iz’kal society.
military. Their goal is to create a Grand Army of the Iz’kal to
conquer other worlds and species as the Korian did to them Of course, the involvement of mercenaries is a
centuries before; for the IFF strength, power, and occupa- double-edged sword; outside agents may not be all
tion are the path to greatness, and the State’s passivity is that loyal to the State to begin with, or could even
an affront to their beliefs. be IFF’s own double agents trained to detect law-
enforcement moles in IFF recruitment drives.
Among other things, the IFF pushes for a stop to genetic
180 modification and an extermination of all ‘variant’ Iz’kal sub-
species, claiming that artificial evolution is a mockery of THE SECRET TECHNIQUE
Kaliva’s will and ‘impure’ Iz’kal are abominations that must
faith: core book
be culled. This, of course, has severely limited the IFF’s Savak agencies suspect the IFF recruiters use
popularity at the Iz’kal colonies. some form of Hyperlink brainwashing technique to
turn inductees into fanatics - maybe a Kalivan divine
The K’aril Kahil order is always led by a hooded figure, gift, or an insidious psychological system. Whatever
self-identified as the Knight. Since the Knight has existed the means, it works, for the IFF is growing.
for almost two centuries, and his identity is unknown, most
Iz’kal assume the hood and title are passed on from one Abbil Baha, an engineer and law enforcement
anonymous leader to the next. The current Knight is no less specialist, believes the State could stop IFF recruit-
bloodthirsty than his predecessors, and calls for nothing ments altogether by discovering their brainwashing
but the utter destruction of the Iz’kal State. techniques. Baha has pushed for the formation
of a special squad consisting of low-power Ergon
Despite the growing danger it represents to Iz’kal society, soulbenders, trained on Hyperlink perception and
the IFF has virtually no support from the Iz’kal general control. They plan to infiltrate IFF meetings, and
public. It is currently seeking to swell its ranks by recruit- then undergo whatever process they use. Assuming
ing dissatisfied, bored Iz’kal youths, with the promise of the agents resist the process, they would then
‘excitement’ and ‘change’. IFF recruiters roam the Iz’kal return with intelligence on how to counter it.
major cities looking for a suitable candidate - usually a
young Iz’kal of either gender that seems to suffer from job The project is still a matter of debate with Savak
burnout or a general feeling of meaninglessness. Then the authorities, as soulbenders are not a common
IFF agents approach the target away from his usual Hyper- resource and Hyperlink spies would be at a high
link, offering a disguised ‘new experience’. Those who show risk of falling into enemy hands. At best, this would
interest are led to a discreet meeting, and then to another; mean giving the IFF involuntary access to com-
the meetings get progressively more serious, the rhetoric promised intelligence; at worst, the agent could
more flagrant, until the youths find themselves inducted in become a traitor and a fanatic himself. However, if
a political cult. an Iz’kal soulbender with great mental resistance
and the right abilities volunteered for the mission,
it could mean a green light to Baha’s special force -
and a mighty blow against the IFF.
ANATOMY AND breath even in the void - although prolonged exposure can,
53
If the Necromancer succeeds at a resurrection, it is seen fact that the Corvo are waiting their chance to betray and
as cause for great celebration; but he has also been known pounce on the Iz’kal since day one; the point of disagree-
to fail, which is always interpreted as the will of Ergon - the ment is the State’s passive approach to the issue, where
community was better off if the person stayed dead. This Hexians believe it demands an aggressive retooling of Iz’kal
chance that it will fail actually keeps many people from at- society. A couple of times it got so serious it prompted
tempting the process, anticipating the shame should Ergon violent demonstrations, and almost led to civil war; and it
190 reject their dead. always starts with a Hexian soulbender getting a revelation
of the Corvo’s ‘evil secret plot’.
Other than his resurrecting miracles, the Necromancer
faith: core book
by themselves. However, their consumerist society keeps business, and it is common for children to work for and
them longing for new material things; this makes money- eventually join this business. New generations are judged
lending a common activity among Corvo, although they by how effectively they are able to manage and benefit
remain very coy and discreet about asking for a loan - the their family trade. While the Corvo are a self-made people,
Corvo tongue has more than a hundred informal euphe- they have no problem riding the wave of their families’
misms for ‘borrowing money’. success for as long as their contribution enhances it.
The concept of friendship as Humans understand it is Corvo couples have many offspring (averaging 3.4
unknown in the Corvo culture; the only related word in their children per couple), which means that the population
language is hé, which roughly translates as ‘partnership’. nearly doubles every generation. Governments have tried
This means that two Corvo will only become emotionally to establish some control over natality, but the Corvo do
attached when they are working together on a common not allow their personal freedoms to be compromised.
project or enterprise, be it business, a game, marriage or
family. Corvo lovers are hé as they have a mutual agree- The Corvo urgency for expansion is both cause and con-
ment to give each other pleasure; teen Corvo gang members sequence of this population boom; those that cannot afford
hanging out near a mall are each other’s hé as long as they to move to a new colony must survive, impoverished, at the
stand for the gang, and so on. In no event or situation is fringes of Corvo society. Those that prove deserving move
friendship or love given any actual value by itself. on, and start their own families in new places and new lives.
While some Corvo pursue opulent lifestyles, there is a It does not make sense for several Corvo train
great majority that live very precariously. The poorest companies - e.g. the X-Railways Company and
Corvo live in derelict 0-G environments or in lunar habitats, the SmoothTrain Company - to develop and
while others are richer than the districts or colonies they maintain a train line service each to the same
live in. However, no one stops the poor from becoming town of a few thousand inhabitants; or for
wealthy and powerful if they work for it. Many of the the Caretakers, the DPP, and the local police
company, to provide simultaneously policing
services to the same neighbourhood, each to business. This keeps the money flowing and the Corvo
different houses within it (even different flats industry in expansion. The most lenient colonies - among
in the same block!). This similarly applies for them Tiantang - even allow taxation to be voluntary.
internet, energy, and other services. For this
reason, localised monopolies are bound to ap- When mandatory, taxes are indeed extremely low and
pear (see appendix A22 for a list of such mo- only used to pay for the most basic services from the gov-
nopolies in the Corvosphere), which hits the ernment. Most other amenities are in the hands of private
hardest on the weakest communities, as other companies, which provide their services citizen-to-citizen,
companies have no reason to waste resources free from interference by the state.
trying to develop an alternative to the current
monopoly. Such ongoing monopolies stunt the The government suffers very little from the low taxes;
development of the affected communities.” as most services are only available to those that can afford
them, taxation is simply a form of insurance policy - those
- Excerpt from Moore’s diary; a treatise com- that do not pay are not assisted in security and justice
missioned by the Iz’Kal xenology department. affairs, and that’s it. Plus, the Megacorps oversee and
routinely - and immediately - annex every successful new
Despite the billions of Corvosphere citizens currently enterprise, which adds a few working-class Corvo to the
living in poverty, the Corvo enjoy the most powerful and ranks of the rich and powerful, and helps the Megacorps -
far-reaching economy in known space. The Corvo economic that is, the Government - in the long run.
system (digital credits) is an easy, relatively species-
neutral and practical method for pricing goods, services, The end result is that the Corvosphere keeps on expand-
and working wages, so most of the sentients that come ing at an incredible rate. Of course it all happens at the
The Corvo Society
in contact with the Corvo end up using their credits as expense of the immense majority of Corvo that do not
well. This of course doesn’t include the isolationist Iz’kal succeed, but even they are content with this system, as it
State, but the Raag and Humans have adopted the Corvo allows any one of them to maybe, one day, by their own
monetary system at least partially. This includes especially efforts, become a successful businessperson too.
immigrants living in the Corvosphere or under its jurisdic-
tion, but also some free-ranging mercenaries and settlers
60 from the savage frontier. CREDITS
In the Corvosphere, it is up to each citizen to find their The Corvo economy works by an electronic currency
faith: core book
livelihood. A Corvo from a poor slum may become the system. These digital ‘coins’, or credit points - ‘credits’ for
owner of a solar system while one of his neighbours, given short - are the basic unit to measure the worth of every-
the exact same opportunities, suffocates after not being thing in the Corvosphere. All trade goods, services, wages
able to pay for enough oxygen. As private property is the and labour are valued, bought and sold in credits.
most important value for Corvo, whatever a Corvosphere
citizen can buy is his and he has the right to defend it as he Credits appeared as soon as the Corvo started colonis-
sees fit within legal boundaries. Everyone has a price in the ing space and had to decide on a single currency system,
Corvosphere, but you get to decide your own worth. which didn’t favor the economy of a Corvo nation over
another, and remained efficient, adaptable and easy to use.
It also needed to be digital, so as to maintain trade flowing
ECONOMIC SYSTEM smoothly between interplanetary colonies. The answer
was electronic credit.
“Free market is based on the flawed idea that
it is free.” A single credit was originally meant to equal the
minimum wage a standard hour of Corvo labour could be
- Lee Yin, Corvo philosopher and supporter of
worth - thus, menial tasks that require little to no skill are
the Iz’kal State
worth 1 credit per hour.
While government systems, laws, and individual wealth This, however, varies wildly from system to system, as
vary wildly across the Corvosphere, all its citizens and in- fluctuating economic conditions and available resources
stitutions agree on one thing: their love for the free market change what credits are worth, what bosses can afford to
economy. pay, how high the cost of living is, and even how long an
hour lasts. As a result, what people actually get for their
Corvo economy sustains itself on the ability of citizens credits depends heavily on where they are. A 100-credit
to create, and succeed at, their own businesses. Taxes on daily wage may be a fortune in some border mining outpost,
new enterprises are surprisingly low - the lowest in the but it’s a miserable amount in the more crowded, expensive
recorded history of any species in any era -, creating fertile and competitive habitats of Tiantang.
ground for any Corvo to compete fairly against any other
aquatic surface platforms and beachside towns. Most of
these failed underwater cities were taken apart and the ma-
terials used in their construction recycled, but a few were
unrecoverable due to structural damage or other causes.
These ruins were made into heritage sites, which eventually
became touristic attractions for their historical and artistic
value, and are occasionally used as short-term underwater
research centres.
HAI’KAL SANCTUMS
Hai’kal sanctums fulfil a unique function, which non-Iz’kal
would roughly understand as a mix of research centres,
natural history labs, museums, schools, temples and
field science camps. Contrary to Zaaki-Waha cities, these
sanctums are unique to Al’Ameen’ai culture, and they have
failed to catch on at other Iz’kal settlements, presumably
because of their demand of resources, which are far more
scarce and regulated in the colonies.
To outsiders, Al’ameen would look like an uninhabited While Iz’kal colonies have never grown large enough to
planet, as cities are so few and far between that the planet be able to support a Hai’kal sanctum, citizens from every
is virtually the same as it was before the Iz’kal came to be. settlement in the State travel to Al’ameen to visit its Hai’kal,
which are a source of pride for the planet and its citizens.
There are, however, several types of Iz’kal settlements
in Al’ameen. First there are the planet’s Zaaki-Waha cities; ALHENA
tall citadels of a few thousand inhabitants that barely pass
as artificial structures at first glance. There are thousands One of the most unspoiled sanctuaries of the planet is
of smaller communities scattered all across the surface, Alhena, a network of caves in the heart of Al’ameen, illumi-
although usually most end up joining an existing Zaaki-Waha nated by gigantic and luminescent fungi. This magical place
or growing into one themselves. survived the Korian conquest, as the invaders never discov-
ered it. Iz’kal from all around the Universe make a seasonal
Al’ameen’ai Zaaki-Waha are comparable to those found pilgrimage to this place, which they hold as sacred. When
in other colonies; harmonious communities with advanced in Alhena, all the Iz’kal join in a single Hyperlink with their
technology, no crime, prosperity and a tranquil daily life. fellow pilgrims so that they may share their minds freely.
Here, Iz’kal from all colonies share their experiences with
AQUATIC SITES each other and together are able to learn things that they
were not even capable of imagining alone - about ways of
Over the centuries, the Iz’kal have made several attempts life on strange planets, about ideas they had never heard
to build underwater Zaaki-Waha, to test the benefits of a of, and about personal life experiences and the thoughts
closer contact with their species’ aquatic origin; however, behind them, which give them an incredible insight on the
these experiments have always been short-lived, as the reasons of other people’s behaviour. This is, for many Iz’kal,
amphibious Iz’kal are not really suited for prolonged life the most intense and beautiful experience of their lives.
in the depths, and the technology to achieve it waste s Some are actually addicted to the Alhena pilgrimage, and
too many resources and disrupts the environment. The religiously request the State to make it every year, even if
Alameen’ai have had to content themselves with building they dwell in the other side of the Universe.
THE MEGACORPS
“Corvo economy is based on the ridiculous no-
tion that capital owners want to play ball us- Every medium-to-large company in every Corvo colony
ing the same rules as the small entrepreneur. belongs, to one degree or another, to one of the megacorps,
They don’t want an equal playing field - that is even if they are not aware of it.
just the ideology they sell the middle class to
support their system. Even if a libertarian state The bigger the megacorp, the more powerful the owners
was to appear spontaneously, it would not take of all the companies that fall under its umbrella. Mega-
long for differences in economic means to sur- corps are owned by so many businessmen from so many
face, and the top capitalist would soon push for industries that they operate as de facto countries, or even
a patronage system as a tool to fight competi- entire planets, with their own ruling bodies and economic
tion; so we would have a minimum government and military interests.
for sure, but chosen only for, and by, the top
players.” Business competition in the Corvosphere is relentless
and uncompromising. While there are millions of compa-
- Zhen Engfui, Corvo writer and Quingga phi- nies and owners, most of them are part of one of the three
losopher existing mega corporations, which gives them the power to
fight off competitors; those that resist assimilation end up
Small governments are incapable of achieving great bought out by bigger fish.
MEGACORPS? game as they see fit and those that do not play
ball simply don’t get jobs. Without jobs there
is no money and without money there is no liv-
ing. The Corvo are never forced to do anything,
The Three Megacorps are the joint governing body of the yet they are given few choices, none of them
Corvosphere, and their main shareholders are the de facto of their own making. Crime seems to be a com-
rulers of Corvo civilisation. mon way out for many.”
Every megacorp runs its business at two different - Amir Kaham, Iz’kal sociologist
levels. First, there’s the official branches - the hundreds
of thousands of companies openly acknowledged as part Megacorps all but rule the Corvosphere, but their role as
the megacorp, as which they enjoy official, institutionalised a governing body is barely acknowledged. Officially, there
protection and financial assistance. On the other hand are is NO Corvo state as we outsiders understand it; the current
the submerged branches - a vast collection of businesses Corvo society has no concept of any purely political entity,
that include everything from lesser factories and research and no living Corvo remembers a time where their culture
centers to shell firms and criminal organisations. While was not ruled by corporate leaders.
these companies are controlled by a Megacorp, they are
not under its direct protection, mostly to avoid any legal re- Such is the key to understanding the Megacorps: They
percussions should their not-so-ethical activities be made are not a “real” government - the Corvosphere has no such
The Corvo Megacorps
public, but also because the company’s revenue is not (or government - it is simply that the Corvo have built their
not yet) high enough to justify a higher involvement by the civilisation around the structure of the Megacorps.
Megacorp.
All Corvo politics come from the power struggles and
Most Corvo can’t identify Megacorp owners by name or business opportunities within and between the Megacorps,
image. Some of their identities are unknown even to their and all Corvo culture comes from the Megacorps’ products
peers, as they will only show to meetings as holographic and marketing campaigns. In short, the Megacorps are
projections. Some are believed to have found a way to Corvo society itself.
64 dump their consciousness into the net, becoming digital
beings that have transcended mortality. Under the direct Space exploration, technological breakthroughs, artistic
command of these silent leaders are the visible executive pursuits, social welfare and even military actions all
faith: core book
officers of the megacorps; rich, powerful and notable. happen because it’s convenient for the Megacorps - and
Contrary to their bosses, these public CEOs are well known as the Megacorps expand and prosper, so does the Corvo
and admired by most of Corvo society. civilisation. The Corvo have needed no other kind of govern-
ment for millennia, and they wouldn’t have it any other way.
While all three megacorps have diverse branches and
attempt to cover every potential source of profit, they each Of course the Megacorps dictate policies and rules, just
specialise in one or two main areas. as a company’s shareholders do. They dole out rewards
and punishment in the same fashion. The central “govern-
Each megacorp monopolises several fields of business, ment” at Tiantang is the Corporations’ HQ, while the Corvo
while relying on the other megacorps to provide them with settlements and colonies are branches, franchises and
whatever it is that they can’t produce themselves. This subsidiaries with their own rules, relatively independent.
creates a dependency between the megacorps that has
kept a delicate balance of power and prevented any of them Other than that, the Corvo are essentially a free people.
from growing too much, while also allowing each of them Belonging to a company and submitting to its laws is volun-
to focus their research and investments on only a select tary, and everyone has the life they can afford.
few areas instead of trying to compete with the others over
control of the entire market. This ensures a faster and more This, of course, doesn’t protect the Corvo people from
efficient growth and development for each megacorp. the Megacorps in any way. There is no Corvo rights charter
to speak of; if a Corvo citizen is mistreated or harmed by the
authorities, he is free to quit his job at any moment. It goes
THE ROLE OF without saying that an overwhelming majority of Corvo
CORPOCRACY
“Fear those men whose shadow is bigger than
themselves.”
Persuasive
As regards political identity, there is no patriotism to
speak of in the Corvosphere, as the Corvo have replaced He gains an advantage when trying to convince other
their sense of community with corporate interests. At characters.
worst, Corvo don’t feel part of anything but their family, if
they even have one; at best, they are part of a corporation.
Rather than identifying as members of a nation or race, the
Rational
Corvo belong to their job. They are not divided by borders,
blood or beliefs, but by corporate rivalry and social class. He can only be convinced with facts. He is immune
When giving personal data, a Corvo will always refer to his to dialectics, and he gains one advantage to determine
workplace before his place of birth or residence. However, a whether something has been fact checked.
corporate identity is not really deep-rooted after all, so it is
accurate to say the Corvo do not feel any kind of belonging.
Stocks, shares, markets and stabs in the back. Don’t cross
these guys, for they are unstoppable forces of greed.
NATION’S SOLUTION all the land and production from every animal or vegetable
farm, ranch or breeding facility in every colony in the Cor-
We Are Your Health™ vosphere. Thus NS controls not only branded, industrial
foods, but also every step in the production and process-
Nation’s Solution Megacorp ing of edibles. Every meal that finds its way to a Corvo
(Shortened to NS or NSM) mouth is stamped, packaged and charged for by NS-owned
oversees the Corvo indus- companies.
tries of nanotechnology and
genetic modification. They CHEMICAL
also own most private
medical services across the As one of the two scientific branches of Nation’s
Corvosphere. NS has most Solution, chemistry and its derived products are all in the
of the control over all food Megacorp’s hands. This means all beauty product brands,
production chains, medical chemical labs and raw material companies are owned by
facilities and bioenhancement NS - and also that NS is the Corvosphere’s main sponsor of
centres. natural sciences. Nearly 80% of scientific labs in the known
Universe are paid with Nation’s Solution money.
Nation’s Solution is always looking to expand their bio-
logical understanding, including the uses of new species and FOOD INDUSTRY
biospheres. They are highly interested in the exploration
The Corvo Megacorps
and discovery of new biomes and lifeforms, and are always NS owns all food processing and packaging companies in
the most dedicated investors in projects of this type. the Corvosphere, and all the logos and trademarks of every
edible product known by the Corvo people. All the colourful
As a result, Nation’s Solution is often forced to rely food brands whose names and jingles Corvo children know
on other Megacorps to aid their expeditions - Wang Corp by heart, from Cor-a-licious™ to Sugar Scales™, from Dagun
provides software and data tools, while the Union helps Drink™ to Fao Fast Foods™, are ultimately owned by NS.
them defend their interests in the colonies. However, this
puts NS at risk of corporate espionage and even sabotage HEALTH CARE
66 from both their rivals. NS generally avoids violence, but
they will use any method available to keep their sharehold- Ironically, the industry most commonly associated with
ers happy. Nation’s Solution is also the one where it has the least
faith: core book
MA NG DI ENGUN
Kalivan Prophet :: Proficient Kalivan 2
Level 3 :: Corvo :: Negotiator Level 2 :: Corvo :: Driven
68
mov. 5 metres :: weight 45 kg :: height 145 cm mov. 5 metres :: weight 54 kg :: height 160 cm
faith: core book
2 3
2 6 0 8 3 6 0 8
He can perform Hacking actions (causing 2 ACS He can perform Hacking actions. Ghost.
damage). Activated. He gains one advantage OR causes
2 additional ACS damage.
He gains one advantage towards social interactions. He can only be convinced with facts. He is immune
Other characters suffer one disadvantage when trying to dialectics, and he gains one advantage to determine
to read his emotions, expression, or intentions. whether something has been fact checked.
Shrewd 2
There’s old and then there’s Ma Ng. There’s rich and As far as mottos go, “any revenue is good revenue”
then there’s Ma Ng. The wealthiest being on the is not the most sophisticated, but it’s served
universe is lacking a single, simple thing: an heir. Nation’s Solution and CEO Engun just fine.
WANG CORP EDUCATION
There’s Always Wang™ Education is an overlooked business in Corvo society, as
children are considered workers and employees as soon as
Wang Corporation bases its they can walk, talk and feed themselves; Wang saw the op-
business on the creation of portunity and developed thousands of patents for teaching
software and hardware for all software, which now is standard issue in every Corvo class-
electronic devices in the Corvos- room. This gave Wang complete control of the education
phere. They hold the rights to X system, from preschool to advanced scientific teaching.
OS, the largest operating system
in the known Universe. ENTERTAINMENT
Wang Corporation is entirely After software and cortex connectors, the entertain-
dedicated to innovation. They ment business is Wang’s most profitable branch. Every
recognise the importance of major Neuronet Studio, Neurocast network and music
technological advancement company belong to larger companies that in turn belong to
and strive to be at the forefront of all development. They Wang’s Entertainment Division.
heavily invest into mining rare materials, often from gas
giants, in order to fuel their research, and they put out FINANCIAL SERVICES
thousands of tech patents every month. They continuously
the final weapon they need to cut off their rival’s head and fashioned, closed-minded computer and marketing
weaken Wang enough to remove it from the corporate race. genius who covets - and is doubtlessly qualified
for - Cho Bei’s position. Tai Lai has been building a
Meanwhile, the Xuelin conscience - as he is known - growing mob of supporters among Wang’s regional
remains behind every decision taken by Wang directives branch leaders, and would have much to win from
ever since the company was founded six centuries ago. Cho Bei’s disgrace.
Currently, Xuelin resides on a secret, secured Despite her growing - although grudging - friend-
70 server at Wang Corp sector; although there’s ship with the Xuelin Conscience, Cho Bei could very
already a cloud backup in place - the access codes well be relieved from her duties - or worse - before
of which are written in quantum tech and have long, and she knows it. She needs allies inside Wang
faith: core book
only been given to the Wang board, each member if she’s going to keep cleaning the company. She
possessing just one piece of the code - the bunker is the best thing that’s happened to Wang Corp,
holding Xuelin’s memory is the best hidden and but she needs something else to remain at the
protected place in the entire Corvosphere, guarded helm - she needs to fight back. Her best hope is to
against everything from EMP generators to nuclear secure the loyalty of Tai Lai’s opponents, the most
warheads, from cloud hacking to physical infiltra- important being Tai Mei - Lai’s own sister, and joint
tion. Only the Wang board has access to Xuelin, and inheritor of their father’s shares of Wang Corp. Mei
only when Xuelin wishes it. has often voiced her disgust for her brother - Could
she be the unexpected ally the CEO needs?
The Xuelin Conscience reflects the personality of
Wang Xuelin in his prime - curious, clever, proactive, Cho may have no choice but to accept an offer
inspiring, creative. In fact, the X OS system, which she absolutely loathes, one she recently got from
sustains most of Wang’s revenues, is based on certain ‘messengers’ from the Heijian underworld.
Xuelin’s brain patterns. So, when Wang Corp used They suggested that, in exchange for her help in
the slogan that all X OS users had ‘a bit of Wang certain matters concerning the leaders of The
with them’, they were saying the literal truth. Union Megacorp - something to do with Kan Jiang
accepting a deal with the Tongs - they could deal
with Tai Lai definitively and discreetly, meaning
CHO BEI that neither the general public nor the other Wang
leaders would ever learn what happened. Cho’s
The current CEO of Wang corp is Cho Bei, a young and answer was to fire the ‘messengers’ immediately
talented Corvo woman who has curtailed a bit of Wang’s - after all, they were Tong collaborators within
rampant tech acquisitions to focus on cleaning and improv- Wang Corp’s lower leadership - but recently the
ing the Megacorp’s function as it currently stands. Under messages have been repeated, this time revealing
Cho Bei, Wang Corp has had very little growth, but has a terrible suggestion: in exchange for her coopera-
improved its efficiency and reduced inner corruption and tion, they would ‘not reveal her boss’ true nature’.
bureaucracy by nearly 500%. Not all shareholders are Do the Tongs know of Wang Xuelin? Can Cho Bei
happy with her policies, however, as they expected their afford to ignore their offer?
The Corvo Megacorps
WANG XUELIN CHO BEI
Lone Wolf :: OS Affinity Hexian 2 :: OS Affinity
Level 4 :: Corvo :: Strategist Level 2 :: Corvo :: Cunning
71
mov. N/A :: weight N/A :: height N/A mov. 5 metres :: weight 48 kg :: height 158 cm
* * 0 9 2 6 0 8
HIT GRAPPLE
(DEX)
1 (CON)
0
He must be installed in a robot as a virus. He will She can only be convinced with facts. She is immune
control it as if it was his body, using his own Stats. He to dialectics, and she gains one advantage to determine
can perform two actions during his turn. Action. He whether something has been fact checked.
can infest a robot to install a dormant copy of himself.
Instant. He can become a dormant copy, and one of his
dormant copies will become him. Judge of character
Wang Xuelin is the stuff of legend in the Corvos- Cho Bei is an unlikely Megacorp CEO: young, sober and
phere. If it were confirmed that he’s lived as an AI professional, she has focused on the cleansing of internal
for 600 years, the world would change forever. corruption at the expense of short term growth.
THE UNION ARMS
The Advance Force™ The best-known and more profitable branches of The
Union are weapons manufacturers. These companies run
The Union Megacorp the gamut from large and respected conglomerates to
creates all weaponry, and shady black market ops. They sell weapons to everyone
hires and trains most of from police forces to Coalition soldiers to crime families,
the military in the Corvos- including even Iz’kal insurgents and Human radicals.
phere. Of the three Mega- Everyone in and outside of the Corvosphere depends on
corps, they are the most Union-owned weapon companies, from pirates and gang-
interested in mining and sters, to the war effort against the Ravager invasion.
space exploration.
Since The Union controls both the legal and illegal
The Union prioritises weapons markets, it has to pretend that there’s a division
weapon and spacecraft de- between them, and often has its police companies denounce
velopments. They have the best technicians for their mining or even fight the customers of its shadier weapons trade.
facilities and the best staff for their military and work- Since it feeds and collects money from both sides, the
force. They also hire more aliens than any other megacorp, Union loses no profit by this practice.
hoping to use the diverse capabilities and cheap labour of
lesser species to their benefit. Most of the Humans in the CARGO & TRANSPORT
The Corvo Megacorps
for ‘monopolising people’. But the joke is actually close to The most widespread Union businesses are construction
the truth: The Union’s reliance on living employees is its companies. The Union has bought or founded all companies
greatest strength. that make buildings, gyro-zhans, omnirings, mining facili-
ties and space stations. In fact, The Union got its name from
In fact, The Union has a policy of non-automation in the merger of all the companies that built the Tiantang
most of his companies and factories, and it has the lowest Dyson Ring around Quanjie’s sun, making it the oldest of the
skulling job ratio of the three Megacorps. Its workers Three Megacorps.
are ‘living, breathing and awake’, as the company slogan
proudly says. DEFENCE
Even though the Corvo prohibition on AI allows for non- The defence industry handles exclusive contracts for
independent robots, The Union prefers to employ living soldiers and official approval for military-grade weapons,
workers when it can, strongly encouraging all its owned vehicles and operations. It is a very separate business from
companies to follow the same policy. This has a double ad- weapons manufacturing, although the general public often
vantage - first, it gives the Megacorp the greatest popular confuses the two - not that it truly matters, as The Union
support among the Corvo people; and second, it keeps The controls both industries. It has created several companies
Union independent from Wang Corp’s cybernetic systems. that own ‘official licenses’ to legally provide trained merce-
naries, soldiers and equipment for armed ops; any weapon
or agent without these licenses is a black market product.
BUSINESS INTERESTS
ENERGY
The Union’s business branches are mostly related to
mining, construction, transport and warfare - anything A very important and overlooked aspect of Union
that requires lots of manpower to operate. After all, The business is the energy industry. While all three Megacorps
Union’s main trade good is people. own and produce electricity, fossil fuels or quantum power,
most of the engines and procedures to extract them belong
to The Union. Although it officially claims no monopoly on
energy sources - Corvo law expressly forbids it - The Union
does own most of the energy in the Corvosphere, which Xeon Magno doesn’t look eye to eye with The Union CEO,
means most of the technology. This is where The Union has and rumours of replacement are currently flying; everyone
its competitors by the tail, and they know it. at the Megacorp knows that both men have a battle of wills
going on, and that they are waiting for the Ravager war to
SPACE TRAVEL end before making their next move.
The Union also owns all vehicle manufacturers in the Kan Jiang is very loyal to The Union, and will do
Corvosphere. Union companies build and produce every- anything for the company; this sometimes includes
thing from street gyrocycles to military-grade warships, turning a blind eye, or even giving aid, to the many
2 3
4 6 0 9 5 5 1 9
He can perform Hacking actions gaining one advan- He can perform Hacking actions (causing 2 ACS
tage (causing 2 ACS damage). damage). Activated. He gains one advantage OR causes
2 additional ACS damage.
He can use the Natural selection and Greed divine His allies within 2 metres gain Loyal Bodyguard:
powers at prophet level. Instant. If he is aware of it happening, he can become
the target of an action that targeted Kan Jiang.
He gains one advantage towards social interactions Instant. He suffers 2 neural damage and gains one
with characters with Cunning lower than his Mental advantage.
skill.
Ravagers have done a lot of harm to the known Jiang, CEO of The Union, wages a personal war
universe, but there’s a silver lining: thanks to their against the Tongs while he manages a steady
threat, Xeon Magno’s pockets are deeper than ever. supply of weaponry for the Coalition.
SECRETS OF THE When Professor Kwang Jiu initially suggested the idea for
MEGACORPS the Hospital of Hell, she was met with rejection and disgust.
had passed, the clandestine operation had acquired its sudden death and strokes are common from firing a single
first samples, and launched a hastily-built lab to analyse shot of the neuro-drug. That could actually be the best
them and try to reproduce the Ravager’s genetic abilities. scenario; long-time survivors of Link addiction inevitably
The project was dubbed RavLab, and was kept secret from suffer at least one type of permanent brain damage, and
everyone, including NuiCo directives; against expectations, many end up as vegetables for life.
they succeeded.
Link use has grown so heavily in fringe areas of Tiantang,
Barely a decade after RavLab’s founding, during which it such as the Gu or Xiao sectors, that it’s begun to impact the
functioned as a clandestine centre for the study of Ravager skulling business, affecting all Corvo industries. It’s likely
breeding and biogenetics, the project gave birth to its first to get worse before it gets better.
Ravager specimen - an unknown, unidentifiable breed, the
likes of which Coalition soldiers had never encountered The Union, through their law enforcement branches, has
in battle. RavLab was quick to patent the new lifeform, promised to eradicate Link from Tiantang streets, not only
dubbing it Hui Huài dì (Little Ravager brother), or HHD; they because it affects their business, but also because they
believe it may be a sample of true basic Ravager stock, know that Link is a fully-sanctioned Wang Corp product.
before any genetic adaptation. Data on the HHD species Although Wang denies and condemns the existence of the
could change the war if RavLab could go public with their neuro-drug, and there’s no conclusive proof to connect the
discovery - but it also could make a fortune for a few vi- Link trade with Wang officials, it’s an open secret in the
sionary businessmen. Knowing this, RavLab revealed its corporate world that Link came from a failed experiment at
success and the existence of the HHD to select members Gonga labs, a Wang subsidiary. Since the ‘failed experiment’
of the NuiCo board. is still being mass-produced and sold on the streets, and
Gonga is still a fully-funded Wang company, it’s a matter
After a series of calls to certain shady associates and of time before the leads point at some Wang high-up. The
potential interested parties among the Tong crime families, Union wants to be there when that happens.
the NuiCo board voted to keep funding RavLab, not as an
official company project, but as a joint venture with the
Corvo underworld; thus RavLab became a monster factory
for the Tongs.
THE PERFECT
SOLDIER PROGRAM
Nation’s Solution and The Union don’t often cooperate,
although they are forced to depend on each other for
many of their respective businesses - The Union needs
NS supplies, while NS needs The Union’s security. Yet, it’s
not common for both Megacorps to openly do business
together. Ironically, the two companies’ longest-running
joint venture is a secret criminal operation.
“Killing is not innately bad. We frown on killing One thing Commander Lao doesn’t tolerate is police cor-
on the grounds that a society cannot prosper ruption. She is relentless in prosecuting any police officer
if killing exists. But the most animalistic call is or team that blatantly breaks Tiantang law. This is harder
to try and get what we desire without planning than it sounds, as many of her own underlings - sector
for future consequences, and killing sometimes and district law operations managers - are in the Tong’s
is an efficient and easy way of achieving things. payroll, and she is responsible for overseeing their good
Even less intelligent animals understand this behaviour. Many a lenient law officer has been discharged
problem, and they have strict codes of behav- under Commander Lao’s term, which has earned her quite a
iour: A pack predator that kills another will be few enemies, both among the Tongs and within the shadier
abandoned by the pack. So, not killing is mostly levels of The Union Megacorp.
something we do in the hope that others will do
the same and won’t kill us back.” Chief Zhang believes in her, however, and fully supports
her policies, usually agreeing to her budget requests -
- Xue Lin, Corvo comedian and political activist although he always pretends to be horrified at her staff and
gear demands - so Commander Lao’s job is not in immediate
Corvo civilisation is built around freedom of choice and danger. She is still under a lot of pressure, coming specifi-
private property. They are very wary of governments and cally from two fronts: One, the increasing activities of the
political organisations that could mess with their freedom, Dragonfly Tong, which are stirring the Heijian underworld
and they understand that these institutions are forms of and making the other Tong mobs increasingly tense and
The Corvo Law and Crime
4 5 2 - 4 3 1 8
She cannot be caught by surprise and will always be Plasma weapon (It ignores 1 point of armour).
able to confront any action against her. Extended range: 300 metres, damage 3.
Her armour value cannot be reduced or ignored by He can perform Hacking actions (causing 2 ACS
plasma or neural weapons. damage).
She does not lose her turn when she performs a He can move flying, and his armour value cannot be
counteraction. reduced or ignored by plasma or neural weapons.
Commander Lao is an old school officer of the Law, In the Corvosphere, personal safety costs big
honest and brave. In her tenure, police corrup- bucks, and military contractors are at the core
tion has decreased, but Tongs remain powerful. of this buoyant business operation.
could soon lead to a three-way gang war; second, she’s for their incredible feats, such as single-handedly taking out
under pressure from her Sector officials - particularly entire pirate outposts or surviving for years on desolated
officer Lu, in charge of Xiao sector - to strike a deal with the planets, and as a result have become renowned across the
Zhui gang to shut down their rivals, the Hwangs, in a joint Corvosphere. A few of them are true celebrities, used by
covert operation. Commander Lao sees the advantages of military agencies to advertise their services and to attract
this plan, but she’s uneasy about opening up to the Zhui and new recruits among young Corvo.
to Lu’s informant within the Hwang gang. Not only is this
because of her moral sense, but also because Kan Jiang, Military contractors are also most likely used for unof-
CEO of The Union and the boss of the boss of the boss of her ficial, black operations against the Iz’kal or Corvo radical
boss, has expressly forbid all Union officials from striking cells, and even in sabotage raids against other corporations.
any kind of deal with the Tong mobs. Her choice could have
a number of different outcomes and consequences for law
and order in Tiantang. PUNISHMENT
In short, Commander Lao needs help. She needs more “They only took his life.”
men in the streets to keep an eye on the increasing violence,
- Corvo saying meaning “it wasn’t that serious”
and she needs spies and intelligencers on both the Hwang
and Zhui Tongs to let her know what she’d be really getting
into by accepting the deal against the Hwang gang. She, In the Corvosphere, fines are the most common punish-
the other worlds - a hidden world that is everywhere and Forced labour, the most common form of slavery, is
touches all others. It exists just below the Corvosphere’s completely legal and government-sanctioned. Mostly used
facade of law and order, behind every building, every as punishment for several crimes, it’s also available to less
financial transaction, every job and every family. It lurks fortunate citizens as a way out of debt or poverty, as any
just under the sweatshops, the apartments, the zero-g citizen may choose to become an indentured servant to the
habitats and the community parks. It slinks past the Megacorps or their subsidiaries as payment for any service
corporate offices and gyrocycle repair shops, brushing or financial dues. A lucky few of these citizens are assigned
against everyday people as they walk down the street, to everyday jobs at normal offices, but most indentured
never seen, always there. It lives in the gutters, below the servants are sent to forced labour under the same condi-
82 streets, among the lost numbers of the stock exchange tions as criminal convicts - that is, exile, extremely long
and the lost children that are never found. It’s the home of hours, poor nutrition, and no freedom until the labour
the petty thieves and the gangsters, where all the hookers period is fulfilled.
faith: core book
and drunks and stolen babies live. Is the story told by sex
slaves and brave mercenaries, by daring smugglers and Then, there is actual sentient trafficking; every day,
drug addicts. It’s the underworld, the dark reflection of the hundreds of thousands of Corvosphere citizens are kid-
Corvosphere. napped and sold into slavery by the Tongs. These slaves
are then used to serve the entertainment and sex industry,
Those who live in it call it The Heijian - the underground, or as forced labourers - treated exactly as indentured
the dark mirror of normal life. Although it coexists with servants or exiled convicts. Some slaves are also used as
every society and environment within the Corvosphere, involuntary guinea pigs in the development of illegal drugs
it’s almost a different dimension; once you enter the Heijian and weaponry.
- once you kill your first man, seal your first secret deal,
leave your home on an adventure - you are in a new world. This kind of slavery is actively opposed and fought by
You look through a new glass at what once was familiar and Corvo law, which considers it a dai (heinous) crime at most
reassuring. It’s another thing now, a scary, dangerous thing. settlements; however, it remains unbeatable, as the rate
It’s not that the Heijian is a different place; it’s just that the of expansion, economic growth and quality of life of the
places around you are never the same once you’ve seen it. Corvosphere cannot be maintained without the effort of
underpaid workers - and there’s a huge market for extra
And the Heijian is everywhere. No matter where you hands (and brains) in every Corvo colony, especially if said
are in the Corvosphere, if you turn your head to the right hands can be made to work for free.
place, you may see it through the cracks - those fleeting
shadows turn out to be two hoodlums dividing up a stolen Finally, there are entire crime organisations dedicated to
bag. Those two unknown gentlemen that just brushed smuggling immigrants. As millions of Corvo citizens cannot
against each other actually exchanged illegal merchandise. fulfil the requirements for travelling from one colony to
The department that the respectable, well-dressed man is another, they are easy victims for slavers and bootleg
just leaving, has a dead female in a closet. That baby isn’t runners offering them an ‘easy route’.
sleeping - it’s been drugged and kidnapped. That innocent-
looking gyrocycle with dark windows contains a half-ton of Some of these immigrants are sold into outright slavery;
stolen medicaments. those that don’t are still merchandise, ‘bought’ by entre-
preneurs that pay well for smugglers to find and transport
cheap workers. Although these workers are paid, their
wages are so low that they have become a highly sought-
after commodity for Corvo businessmen. Finding and
routing immigrant workers is a growing, and completely
legal, business, although it basically treats living people
as merchandise and the Megacorps management officially
acknowledges it as a necessary evil.
CYBERCRIME
Cybercrime is the most extensive type of crime in the
Corvosphere; everyone is connected to the net, and new
ways to exploit software weaknesses are constantly being
discovered.
CC CYBERCRIME
OIDIA
“Oops, I did it again” or OIDIA is one of the most
notorious and wanted hackers in the entire Corvo-
sphere. He is named after the signature he leaves
behind and is known for his peculiar outlook on data
as a living organism - just another form of life, that
can be tamed like an animal.
2
his approach to hacking; that data can be trained,
2 4 0 6 tamed and cared for like a living thing. He seems to
have the right idea - or an uncanny intuition - because
he has guessed passwords and bypassed security
PHYSICAL 3 INITIATIVE 6 MENTAL 5
2 2 systems that no living person - or program - could
STAT 1 STAT STAT
have decoded. Some believe that, somehow, he can
actually predict how data strings will behave.
HIT GRAPPLE
(DEX)
1 (CON)
0
His goals seem to vary - he can steal millions
one day, and the next just mess with business data
Rig 2 (LinkWave 100)
to spit the Megacorps. Although he appears to be
He can perform Hacking actions (causing 2 ACS mostly in it for the money, he also wants to leave a
damage). message - specifically that the Megacorps are NOT
all-powerful, and that the little man can hurt them
back.
Repair Drones
Many corporations have bounties on OIDIA, willing
Activated. He removes 2 ACS damage from a char- to pay large sums for any information leading to
acter or piece of gear up to 10 metres away. ‘his’ capture. But OIDIA remains uncannily hidden
and out of the law’s reach, as the legend grows.
“There is a war going on, but it is no longer about who has the
most bullets, power, or money. It’s about the dominion over
little ones and zeroes, those tiny bits of data. What we see,
read, hear, and think, its all about controlling information!”
THE MOB It is not unknown for the Tongs to turn legit and cut ties
with all illegal activities; conversely, many a legit company
“The problem was never bad politicians, but a goes from toying with minor misdeeds to all-out crime,
system that allows bad people to become poli- competing with other Tongs for control of the underworld.
ticians. Or even worse, one which creates bad
people that go on to become politicians.”
TONG FAMILIES
- Hamid Al-Razim, Iz’kal philosopher
Although there are thousands of Tongs in the Corvo-
In a society known both for its efficiency and its disregard sphere, a few families stand out from the others, be it
for laws, it was inevitable for organised crime to appear. because of the size of their gangs, their ruthlessness or the
Corvo crime families, most commonly known as Tongs, amount of money they handle. These few, stronger gangs
control all unauthorized trade in the Corvosphere, from dispute the top of the food chain today, but tomorrow
small-scale hacking to massive heists, from forgery of im- one or all of them may fall and leave their space to a new
migration licenses to actual slavery. predator.
Although everybody knows they exist, and sometimes The largest Tong in the Corvosphere is the Zhui family,
even their names and headquarters, Tongs are secret soci- which controls most illegal trade - from data to living
eties, and anything known about them is mere speculation beings - in the outer sectors of Tiantang. The Zhui are busi-
In the Heijian underworld, the Tongs are the government. The Zhui’s greatest rivals are the Hwangs, a somewhat
Tong leaders decide and lay out the rules, their thugs smaller Tong that, while less powerful than the Zhui, has 85
enforce them, and their illegal trade is the stock market a longer reach and dabbles in more diverse businesses not
leaders, which in turn report to the family council which she always been her worst enemy - or anyone that
presides like a majority shareholder. In fact, she encourages helps the deal between Lao and the Hwang mob to
all of her people to refer to their Tong as ‘the business’, and come through. Lady Zhui will listen to any proposal
frowns on explicit references to illegal activity. from any Hwang member, Tiantang police agent,
or freelance mercenary that comes to her with a
proposal to either weaken her rival gangs or help
LADY ZHUI ‘MONA LISA’ the deal between Lao Meng and the Hwang traitors -
taking out the deal’s opponents, for example, either
The head of the Zhui tong is one of the most imposing, among the Hwang or among the law.
86 cunning, and ruthless Corvo in Tiantang, and perhaps the
entire Corvosphere. She is a gigantic Corvo, taller than
some Humans, and almost as broad as a Raag thanks to a THE MONA LISA SMILE
faith: core book
mix of fat and muscle. Her voice is deep and soothing, and
her manners calm and composed. She sports a half-smile, Intrigued by the nickname received from her Human mer-
which she can effortlessly switch from reassuring to intim- cenaries - and after having a couple of them killed before
idating. This has earned Lady Zhui the sarcastic nickname she understood the joke - Lady Zhui sought the original
‘Mona Lisa’ from the Human mercenaries that know her. Mona Lisa, a painting of an enigmatic Human woman. Finding
it was quite an ordeal by itself, as she had to bribe Corvo
Above all, Zhui Yan is a businesswoman willing to negoti- pilots to carry her men to Earth, and these men had to seek
ate any situation, even if she seems to have the advantage, the painting all across the planet with no other clue than
just to make sure her business gets the best possible deal. some rumours and scattered data about ancient Humanity,
She likes stalling for resolutions while staring her target in even though the territory had become a dangerous, post-
the eye. For more stubborn interlocutors, she resorts to apocalyptic war zone.
subtle intimidation, aided by whatever information she may
have gathered on her target beforehand. If all else fails, Contrary to all predictions, Lady Zhui’s men did find the
Lady Zhui is a powerfully-built Corvo, stronger than almost Mona Lisa in an ancient museum and sent it back to their
any other member of her species, and is always accompa- boss across The Labyrinth. Not caring about the painting’s
nied by about a dozen of highly trained, elite bodyguards. meaning or history, or even about her nickname, Lady Zhui
kept and hung it on her office, as a reminder that nothing in
the Universe was outside her grasp.
AN END TO WAR
Not long ago, someone stole the painting.
Lady Zhui likes the status quo, and would live Nobody knows who had the gall to steal from the
her entire life maintaining things as they are - but most feared crime boss in the Corvosphere, or why
now, the rise of the Hwang and Dragonfly Tongs has they did it. The Corvosphere is far larger than Earth,
given her a short-term crisis to deal with. She has and recovering the painting has proven harder than
already tried to make peace with the Hwang and it was to find it in the first place. However, she won’t
squash the Dragonflies a couple of times, so far let go of the issue, and put out two large rewards in
without success. She needs to make sure the three- the Heijian underworld - one, for getting the painting
way gang war ends before it begins - decisively. At back; the other for the head of whoever stole it.
The Corvo Law and Crime
MONA LISA ZHUI ENFORCER
Kalivan 2 :: Unstoppable Mob
Level 3 :: Corvo :: Resourceful Level 1 :: Corvo :: Crafty
87
mov. 5 metres :: weight 92 kg :: height 182 cm mov. 5 metres :: weight 55 kg :: height 160 cm
She can declare a character at the beginning of the When he performs an action against a Spent charac-
round. All her allies gain one advantage to attack that ter, he gains one advantage.
character.
Enigmatic Smile
Nicknamed after an enigmatic Human legend thanks Low ranking Zhui enforcers achieve a singular
to her equally cryptic smile, Lady Zhui is a stunning balance between honourability and heartless-
Corvo specimen in both brains and muscle. ness. After all, you lose nothing by being polite.
THE HWANG TONG Corvosphere - a luxurious, fully-armed floating palace
in orbit around a paradise planet. Rumour has it Honcho
Hwang keeps most of his money stashed in a secret place
The Hwang are the at that planet, where he also buries his enemies. The citadel
opposite of the Zhui in has well-tended and fully-equipped quarters for every
many respects; they are member of his family, staff and personal guard, as well as
brash, blustering, crude an emergency security bunker and all of Honcho Hwang’s
and proud of it. They run exotic collections, from his personal zoo to his extensive
their turf like conquered and priceless personal arsenal.
territory, their bosses
behaving like autocratic
warlords and their men AN END TO WAR
like their militia. They
are much more diversi- Honcho Hwang is always in more trouble than
fied, having business in he thinks, but this time it’s serious. Shen Shao, one
countless illegal factories, labs, and workshops across of his lieutenants, has become an informant for
the Corvosphere. The Hwang are explicitly vicious, gladly the Xiao district police force, and is trying to reach
making public examples of anyone that crosses them. Their Commander Lao Meng, the Tiantang chief of police,
inner organisation resembles a dysfunctional family, where to strike a deal. If that deal comes through, it could
The Corvo Law and Crime
brother slays brother and is gruesomely punished by the mean the end of the Hwang Tong. The main actor
father; in this sense, the father of everyone is Hwang Gun, against this deal is Kan Jiang, CEO of The Union, who
their fearsome Tong Zong. has expressly forbid all police forces to strike any
kind of deal with criminals under pain of a lifetime
corporate ban on the infractors. Kan Jiang’s ban
HONCHO HWANG GUN could mean ruin for Commander Lao if she takes the
deal, but the chief officer is not that keen on making
The Hwang Tong leader, the ‘dictator’ heading the super- deals with gangsters. However, if The Union upper
power, is ‘Honcho’ Hwang Gun, the most famous criminal command saw the benefits of an informant within
88 in the Corvosphere and official public enemy number one the Hwang Tong, it could become an exception to
for all Corvo law enforcement outfits. Honcho Hwang is the policy and the downfall of Honcho Hwang.
quite proud of this reputation, and takes advantage of it at
faith: core book
every opportunity he gets. He is a smiling, bragging Corvo Finally, Lady Zhui, Honcho Hwang’s main rival and
covered in gaudy clothes and accessories, with an aesthetic head of the Zhui Tong, is secretly pushing for the
body modification to look like he has a tall fin on his skull - deal to come through, using her corrupt officials to
which was a fashion trend in Xiao sector when he grew up influence Commander Lao’s choice. It is all happen-
there. Honcho Hwang’s head fin has become a symbol of ing under Honcho Hwang’s nose; if he got wind of
death, terror and crime in the poorer sections of Tiantang, Shen Shao’s betrayal, heads would surely roll.
where he is actually admired for his feats and adventures
against the law. Right now, the fate of organised crime in Tiantang
rests on a knife’s edge - and it all depends on
Hwang Gun is an overbearing narcissist with very little whether the deal goes through or not.
patience; he’s been known to kill people for changing the
subject of a conversation or looking away when he’s talking A freelance mercenary with good skills, good
to them. He’s also one of the fastest gunmen in Tiantang, contacts and nothing else to do could benefit from
fully capable of taking on an armed squad on his own. But this situation in several ways: Helping either the
what really makes Honcho Hwang so dangerous is that he Zhui or the Hwang traitors to locate Union officials
believes himself immortal, untouchable and supreme: He’ll who are both open-minded and important enough
indulge in anything if it strikes his fancy, with no fear of the for them to influence Kan Jiang’s ban on mob deals;
consequences. helping Honcho Hwang to find and kill said Union of-
ficials, said traitors and all involved Zhui and police
agents; hiring out to the Hwang traitors, the Zhui or
ZHUSHAN CITADEL to the police to locate corrupt police officers on the
payroll of the Hwang mob and prevent them from
Honcho Hwang is known for his displays of wealth and telling everything to the Hwang boss; entering law
power, but none of them equal his acquisition of an entire enforcement or simply seek Lao Meng’s people
Corvo colony, which he bought privately and turned into and convince them to make the deal, either for the
his personal resort. Although nobody outside Honcho’s benefit of the cops or in the Zhui’s or Shan Sao’s
closest family and associates has seen the citadel and lived, payroll; and of course, be there when things get
by all accounts it is one of the most beautiful places in the ugly and everyone starts shooting at each other.
The Corvo Law and Crime
HONCHO HWANG GUN HWANG ENFORCER
Kalivan 2 :: Lone Wolf :: Master Mob
Level 4 :: Corvo :: Ruthless Level 1 :: Corvo :: Aggressive
89
mov. 5 metres :: weight 68 kg :: height 172 cm mov. 5 metres :: weight 58 kg :: height 165 cm
5 5 2 8 4 3 0 -
Plasma weapon (It ignores 1 point of armour). The The attack doubles its base damage against char-
attack can target a second character OR damage its acters with armour 1 or less OR it ignores 1 point of
target twice. armour and gains one advantage in Standard Distance.
Enraged Bully
When he reaches negative health, he doesn’t die and He gains one advantage against opponents who have
he ignores damage penalties. If he is damaged again, suffered more physical damage than him.
he dies.
Merciless
Honcho and his abominably modified skull Members of a dysfunctional gang, Hwang enforc-
are synonym to death and terror. ers have to be ruthless, vicious and gruesome
if they want to keep their limbs intact.
THE DRAGONFLY TONG sisters pretend to be loyal to her, as she’s been ten times
the leader they were, and under her the Dragonflies have
reached heights they had never dreamed of.
The small Dragonfly gang
is just another Tong from the However, they are planning to oust her and
fringe sectors of Tiantang, recoup their former status. As the sisters see it,
but their bold crimes - be- now that the Dragonflies are powerful, nobody
ginner’s luck, the Zhui call needs Dynamite anymore, and nobody would care
it - have earned them some if she accidentally killed herself during one of her
prestige in the underworld crazy stunts, fell in the hands of the police during an
and they have actually ambush... there are many ways it could happen. It’s
done some damage to Zhui only a matter of time, or hiring the right freelancer,
and Hwang operations. one without ties to the Dragonflies. It can be made
Regarded - perhaps with to look like an accident - something bound to happen
good reason - as just ‘a rowdy biker gang with delusions to someone as reckless as Dynamite anyway.
of grandeur’, the Dragonflies nonetheless keep gaining
territory and power by the sheer madness of their tactics. Of course, that freelancer could also go to
They mount suicide operations, assault heavily guarded Dynamite with information on the sisters’ scheme
facilities, antagonise dangerously powerful enemies, and and help her punish them. There’s money and
The Corvo Law and Crime
so far have miraculously succeeded at most of their hits. prestige to be had either way.
Like typical bullies, they always look like they are having
fun, particularly after they have scared or hurt someone.
AN END TO WAR
All Dragonflies have a dragon tattoo on their backs;
those who leave the gang are either killed or disfigured with Unknown to the Dragonflies, there’s currently
acid to remove the tattoo. an important situation that involves their main
rival, the Hwang Tong. There’s a traitor among the
Hwang that wants to reach the chief police officer
90 DYNAMITE of Tiantang for a deal that would leave the Hwang
weak and leaderless. If Dynamite learned of this
Dynamite, the Tong Zong of the Dragonflies, reflects deal, she would do anything in her power to make
faith: core book
the personality of her entire Tong - she’s an impatient, ir- it go through, including killing any police officer or
reflexive and boisterous show-off, a party animal and an Hwang mobster opposed to the plan. Whoever gave
overconfident bully. She’s a relatively young - looking much her the tip would likely receive the chance to join in
younger than she actually is - Corvo biker, dressed in gyger on the action and prove their loyalty, as well as a
gear and riding a streamlined, modified gyrocycle that’s decent sum of money, when and if they survive.
always far better groomed than she is. Dynamite is often
followed by a gang of maddened, noisy and wild Dragon- There’s a twist, however. Dynamite has always
fly bikers, and takes the most handsome and muscular of believed she is nothing but a street orphan, with
them for her personal retinue. no parents and no past. In fact, she is one of the
hundreds - some say thousands - of illegitimate
However, just like her juvenile demeanour hides a shrewd, children sired by Honcho Hwang Gun himself.
grown woman, Dynamite’s wild and suicidal facade hides a Neither Honcho nor Dynamite know this, but Shan
very cunning tactician. Most of her actions are far better Sao, the Hwang traitor and main instigator of the
thought and calculated than it seems, and while she cer- deal with the police, knows. Because Shan Sao is
tainly takes many needless risks, she is far from the hare- Dynamite’s mother.
brained berserker she affects to be. She is quite ambitious
and has big plans for the Dragonflies, which she intends to Shan Sao used to be one of Honcho Hwang Gun’s
grow into the most powerful Tong in the Corvosphere. many lovers. When she got pregnant Honcho forced
her to give the baby to a homeless shelter, but she
secretly kept track of her daughter, and followed
THE DAO SISTERS her exploits from a distance.
Dynamite’s main obstacle to power is her own reckless- This is why Shan Sao seeks to topple her ex-
ness and addiction to danger, of course, but there’s some- lover’s criminal empire; she wants to reunite with
thing more tangible in her way: the Dao sisters. They were her daughter, or at least to get Dynamite to rule
the Dragonfly leaders before Dynamite rose to power; both the Hwang and the Dragonflies, knowing that
when she defeated them, she kept them as Tong members she fully deserves it. And perhaps, she also wants
and allowed them to lead their own smaller gangs. The Dao to know she did right by her little girl after all.
The Corvo Law and Crime
DYNAMITE DRAGONFLY ENFORCER
Kalivan 2 :: Lone Wolf :: Proficient Mob
Level 3 :: Corvo :: Strategist Level 1 :: Corvo :: Unpredictable
91
mov. 5 metres :: weight 54 kg :: height 157 cm mov. 5 metres :: weight 58 kg :: height 163 cm
4 6 2 8 3 3 1 -
Instant. She triggers the effect of playing a joker, Activated. The winner of this confrontation increas-
then suffers 2 neural damage. es their level of success to the next best level.
Shrewd 2
Dynamite, leader of the Dragonflies, appears The Dragonfly tong is known for their extrava-
to be juvenile and irreflexive, but she has high gant antics and their brash attitudes. Even the
hopes both for herself and her mob. lowly enforcers think they are hot stuff.
HISTORY
“It is a strange feeling, to know there’s more
of your species’ history that has already hap- THE CORVO AGE
pened, than history that will happen. You can
feel the coming extinction in your guts.”
Such was Earth’s situation when the Corvo came through
- Remko Vugac, Human explorer a wormhole, and it was easy for them to take over. They
first established a base on no man’s land in what used to
According to Corvo historians, Humans used to have a be the Human continent of Africa, from which they initiated
civilisation at least as prosperous and advanced as that economic and military negotiations with the locals. Their
of pre-Space Age Quanjie, but there’s precious little infor- wealth and power, supported by a universal economy,
mation about that period of their history. Humans seem made them the strongest faction on the planet. Eventu-
to have evolved from simian lifeforms into a tool-using ally, most Humans were working for the Corvo and fighting
civilisation in less than a million standard Corvo years, after wars against their enemies, which were often fellow Human
which they experienced a cultural and industrial leap that factions that did not want to work for the Corvo or owe
led them to colonise their entire planet and become divided them anything. Earth became a colony of the Corvosphere.
by nations and economic systems.
Shortly after the occupation, Humans started gaining
There are some surviving records that indicate the names a reputation as very capable mercenaries. They were
and languages of some of these entities, but the Humans far more prepared for physical tasks than their Corvo
Stealthy Unhinged
She gains one advantage towards hiding actions. Activated. He gains one advantage towards his
action. If he fails, the action of his opponent is consid-
ered a critical success regardless of action values.
Charge I
Human weaponry consists of remnants from before Life on Earth is tough, but not without it’s perks.
the downfall, low-tech makeshift tools and, much to From time to time, you come across some un-
their chagrin, sophisticated Corvo armament. suspecting Corvo’s neck to break.
fact that it was the Jiantianese who invented Tiantang, the dress, slang terms - which are unlikely to catch on in Corvo
Megacorps and the standard Corvo tongue, and they are a society, given the unnecessary complexities of the Human
very important culture in Corvo history, even if modernised language - and particularly their battle rituals, which give
Corvo don’t respect them that much. the Wu Rén a surprising edge against those that mock them,
ironically, for their lack of aggressiveness.
Yue people, also Quanjie natives, are known to be violent,
militaristic, organised and unsophisticated. They like it
when things are well-done, which can be appreciated in their MUSIC AND ARTS
tools, clothing and even arts, although their specialties are
army training and weapon manufacturing. As they believe
SUBCULTURES
in an economy based on durability and quality rather than
fashion and replacement, they are big supporters of gener- The Corvo social scene is brimming with groups and urban
ating new markets through conquest and expansion rather tribes divided by their fashion and the art they consume,
than marketing or planned obsolescence. particularly music.
Baizhi and Laonese, two very different Quanjie cultures, For example, Gyro Gangs, or Gygers, are a widespread
are often confused by non-Quanjiese, as they share the ste- urban tribe from Tiantang, whose followers like hard li liang
reotyped traits of high education, sarcastic humor, airs of music; their very lives revolve around li liang and gyrocycle
superiority and pedantry. They are still less sophisticated racing. Gygers wear edgy, aggressive clothes, using body
than the average Tian, at least in the areas of technology modification to look more menacing. A Gyger’s ideal is
and modern media, but most other Corvo typecast them as to look as intimidating and at the same time beautiful as
classical geniuses - absent-minded, annoying and academic. possible. This concept of fear and beauty mixed, known to
The Corvo Culture
The Xu culture is native to Xulong, a mega-mining station attend and even organise underground li liang or Bang
with almost as much population as a Tiantang sector. Its concerts, which often include other art forms such as
miners are so numerous that they have developed their own spoken performance or a digital show. They pride them-
culture based on stoicism, resistance and resignation. For selves on appreciating good art and sharing it with others.
the Xu, life is grim, and virtue lies on taking it with a straight Many Sixies, particularly those from Nongchang sector, are
face. They are famous for being both stubborn and defeat- also Jibusai (see below).
ist, an unusual mix that puzzles and annoys most other
Corvo, who write Xu off as apathetic and unreasonable. The urban subculture known as Zhiegun, although they
call themselves just Zhi, are the lower classes’ answer
Zhuixians, natives to the Zhui Xi colony, are known to be to fashion trends. They use intentionally cheap versions
optimistic and unrealistically friendly and peaceful, despite of current fashions and strive to live the most luxurious
their almost fanatical belief in Kaliva, which most Corvo lifestyle available, an aspiration that’s present in both their
see as a God of competition. This apparent contradiction clothes and their music. Zhiegun listen mostly to Yunlu
belies a very sophisticated, well-educated culture, that dancing music, and most come from the zero-g slums of
prides itself on its open mind and tolerance as much as Gu and Xiao sector at Tiantang. Zhi have also developed Xu
on its own achievements and competitiveness. Actually, dance, or xu-ing, a mix of dancing and acrobatics that can
Zhuixians see friendliness, understanding and curiosity as a only be practiced in zero gravity. Some Xu-ers are veritable
way to improve themselves too. They are also stereotyped geniuses, capable of unimaginable feats while they leap
as faith-crazy zealots - the fact some of them actually and tumble in their gravity-less neighbourhoods, often to
become insane from their world’s freezing atmosphere the beat of Yunlu.
doesn’t help their case.
Jibusai are street artists and performers that struggle to
Wu Rén are Corvo in Human lands. They are known for get out of poverty by creating entertainment and culture.
their professionalism and detachment, and for being a little They come mainly from Nongchang sector, where they
less competitive and aggressive than the average Corvo; gather to listen to music, perform live-action theatre and
there are many jokes about how hanging out with Human discuss artistic and cultural trends. Jibusai are proud of
‘badasses’ made the Wu Rén ‘pansies’, and such. Wu Rén their poverty and their outcast status, and tend to shun
culture has incorporated many Human customs, including society’s materialistic outlook - although their goals are
THE RAVAGER
<HUD log 5027.3. Pvt 1c W. Jenkins/Chriton out- sides of the battle and releasing the prisoners from their
post/Torin Prime sector/1st contact event> terrible fate.
<audio playback on [transcription enabled]>
Then it happened to the Iz’kal, too - countless, variously-
shaped aliens in irregular, organic-looking ships, fell on the
<00:00> We don’t know where the Ravager originated or Parsaius colony. But the Iz’kal were prepared. The Corvo
what they are. The ones we encountered were so mutated had warned them. They called these aliens ‘The Ravager’,
from the host lifeform it was impossible to tell what re- and I swear to Vexal I can think of no better name for those
mained of the original creatures, if anything at all <video horrors. The Iz’kal and Corvo had prepared for future
playback error [feed disabled/corrupted]> Ravager attacks, so the Iz’kal weren’t exactly caught
<01:24 feed continues> Most of what we know of the unawares… and the Corvo, the Corvo flew to their aid…
Ravager comes from the few specimens recovered at the But... I know men that fought there, that saw the Corvo and
battle at Parsaius and the clues from the, uh, ravaged Iz’kal joining forces for the first time… well, ever. That’s
worlds they leave behind. what gave birth to the Coalition, of course. But… Despite
the time they had to prepare for the attack and the intel
At first, they were nothing but a rumour; tales of aban- they’d gathered on their enemy at Izuan Tai… let us say the
doned colonies and spaceships, looking like something had assault took a high toll in lives <feed interrupted>
eaten them. Eaten spaceships. How could we take such a
<07:06 feed continues> We had gained essential knowl-
thing seriously?
edge about our common enemy, but the price we paid was
far too high. And we knew it would get worse <end of line>
The Ravager
descriptions were of monsters, aliens, nightmares - but no <LIVE BROADCAST ALREADY STARTED>
two accounts described them similarly. Some believed it
<TUNING IN>
had been some kind of collective hallucination.
“...parasites, yes. That’s as accurate a way to describe
When the Corvo went back to Izuan Tai to see what had them as any. Yet this term, as well, is too small for what the
happened… I read the reports of what they found. Even Ravager are. It falls short. They take over other lifeforms
remembering that stills sends chills down my spine. The and add their genes to their… swarms, Humans call them.
planet had been engulfed by a strange looking substance, But these swarms are not made of infected hosts, as we
and a closer look revealed that many inhabitants of the once believed. Or at least not exclusively. Once the Ravager
planet were inside that substance, trapped alive and being have your genes, they can mass-produce them. They can
slowly digested. Tendrils emerged from some kind of recreate an entire species from a single being - but it’s not
enormous, pool-like structure on the surface of the planet, the same species anymore. It has been modified, altered to
like roots extending out of a tree, and they stretched out as suit the swarm’s needs. It has become Ravager.”
far as the eye could see into the substance, pulsating as they
carried the digested matter of the Corvo people back to the “But professor, does this mean the Ravager could make
processing pool, bubbling with activity and some unknown a - let us say - modified army of what? Cloned Corvo?”
biological process… <[transmission interrupted]>
“They could? Mr. Chang, I’m positive they already have.”
<[transmission resumes]> ...Corvo had sent a huge fleet
to Izuan Tai, mind you. Not just your typical scouting party,
<audience exclamations and murmurs drown
but a real fleet, ready for any fight… but they weren’t ready
out professor Xing’s commentary> “...and while
for that. Despite their technological and military superior-
they swarm our worlds with their seemingly mixed alien
ity, the fleet was vastly outnumbered and it quickly became
armies, they are certainly using us - or rather their twisted,
clear it was a battle they couldn’t win. Then… it was cour-
mindless version of us - as their foot soldiers in some other
age, I guess... or desperation… Well, you know what went
world, in some other galaxy, right as we’re speaking…
down. The Corvo fleet fought its way to the surface of the
planet and blew it up, annihilating every living being on both
<And now for a commercial break from our
sponsors!>
Corvo music genres include Bang (‘smart music’), an in- SPORTS
novative genre with complex harmonies and virtuoso per-
formers, which can be instrumental or have witty and ironic “For our idols, kindness, coolness, friendship,
lyrics; Bao (‘light music’), an easy-listening genre designed love, all these things have been made void, turn
as a soundtrack for daily life, and the most popular genre into publicity stunts. Pretending to be happy
in the Corvosphere and its audio stations; li liang (‘power is taking all our energies away, we don’t have
music’), a rhythmic and energetic genre with angry lyrics enough left to actually search for what actu-
and powerful arrangements; Tuo lian (‘crying music’), the ally makes us happy. Even posting this is just
second most popular genre, with languid melodies and deep down a pretence of honesty to gain the
romantic or soulful lyrics, featuring the best singers in the approval of people I don’t know.”
industry; and Yunlu (‘dancing music’), a throbbing genre
with a contagious beat that has popularised mostly among - Online post by Sparks, a famous corball play-
the lower classes of Tiantang. er, which gained 1.348.821.752 likes
There are many other music genres and subgenres in the Contrary to what one would think, the Corvo do have
Corvosphere, and also a few ‘non-genres’, such as Jinxi, and practice sports. Athletic activities are sponsored by
which encompasses all out-of-fashion or ‘classic’ music, Nation’s Solution Corp, which doubles as the Corvo depart-
and Wén, which is used as a derogatory term for all music ment of health - and, coincidentally, is a rival of Wang Corp,
genres that nobody listens to anymore. which produces Lifemods and other digital entertainment.
There are many interplanetary athletic competitions every
year across the Corvosphere, with the presence of athletes
LIFEMODS from every Corvo colony and station. Most Corvo sports
The Corvo Culture
like an underwater city or a jungle - with buildings as trees stages of the construction of the Tiantang Ring, but an
or mountains. Most people use lifemods of some kind, and investor saw lots of promise in revising the exercise as a
some very powerful models can even change the looks of competitive sport. It soon became the favourite of station
people, not just inanimate objects or landscapes. workers and began broadcasting in Quanjie, the Corvo
homeworld. Today it is watched and played all over the
Using lifemods has its risks: lifemods that are in beta or Corvosphere, but the playing fields in Tiantang, also called
have not passed all required safety tests can disrupt the moon-stadiums, remain the biggest, and it is there where
user’s experience of reality in a harmful way. For example, the Universal Championships are held.
when someone crosses a road and a certain model of car is
not recognised by the AR, the lifemod could glitch and make Corball is played by two or more teams of 5 members
the car appear to be immobile. It is recommended to keep each, called flyers. Flyers wear deployment suits and are
lifemods up to date and only use those sold by recognised fired at incredible speeds using railguns that launch them
companies, as hackers can very well affect how others see around a moon-stadium - an asteroid or large omniring
reality. And there are plenty of lifemods created by coders without an atmosphere. The players remain in orbit at high
or pirates as their way to express themselves and their view speeds until they are somehow stopped. There are several
of the world. Some might change street advertisements railgun rings distributed around the moon-stadium as well,
into anti-system messages, while others list the horrors which players can use to increase or decrease their speed,
that take place to create such products, including child while they control their flight with their deployment suits.
labour, slavery, abuse, and the pollution of alien planets.
Teams compete for the control of a ball. The matches
Lifemods are fantastic ways for workers to escape their last 20 minutes and a team scores a point for every full
routine. Some days their work place will look like a tranquil minute that the ball is under their control, without inter-
forest and other days like an epic volcano. Lifemods have ruptions. The team with the most points at the end of the
become one of the most used and sold types of software match wins. No weapons are allowed, but it is a full on
in the Corvosphere, outselling even food and shelter in an contact sport in which flyers physically assault each other
alarming number of neighbourhoods. for control of the ball, either to defend their carrier (the
that includes castes bred from the genetic material of con- HERALDS
quered worlds. Which means the Ravager would need to
<02:48> Heralds are by far the most dangerous creatures
keep changing and adapting their basic hierarchy depending
in a Ravager swarm. Incredibly fast and strong, their bod-
on what DNA they have to breed their soldiers from… so
ies can alter their own structure almost instantly, allow-
they may not be that dumb. Or remotely dumb at all. I’m
ing them to adapt to most of our tactics and weapons in a
actually starting to think their hive mind is the greatest in-
matter of seconds. We believe they act as the link between
telligence in the Universe right now. If the idea terrifies you,
the Queen and her proxies and Spawn, thus allowing her to
then no worries, you’re sane. It terrifies me.
control the entire Swarm. The more Heralds a Queen can
keep under control, the larger the Swarm can become, but
<00:41> ...We’ve managed to differentiate the different Queens must be careful of spawning too many Heralds,
ravager according to their role and importance. It started as they sometimes try to take over the hivemind. When a
when we discovered how their hive mind works. While the queen dies or fails to keep her Heralds under control, the
queen is ultimately in control of everything that happens Heralds will escape to start their own swarm or kill each
in a swarm, she will usually do so through other Ravager, other in a tooth-and-nail competition to replace the Queen.
who act as the link between her and the rest of the colony.
Heralds are extremely intelligent and deceitful, and we
We have roughly classified the different ravager into four
have encountered several Ravager fleets led by Heralds -
levels - Queens, Heralds, Alterants and Spawn, in order of
which were as difficult to deal with as those led by a Queen,
authority and power.
even though they were considerably smaller. In spite of
their great value to a fleet, Heralds can often be found
THE RAVAGER QUEEN in the vanguard of Ravager fleets, leading the attack and
<01:03> The Queen lives aboard a swarm’s mothership - giving direct assistance when needed. While easy to spot,
working as both the ship’s pilot and its engine, both its nav- they are extremely hard to kill. When Heralds enter battle,
The Ravager
com and inner workings. In fact, a Queen is the mothership, death follows.
as her body is so deeply fused within the ship’s structure
that we can’t tell where one ends and the other begins. At ALTERANTS
least we couldn’t find any traces of a separate, conven- <03:25> Alterants are in charge of the DNA harvest and
tional body in the mothership we recovered from the debris spawning pools. They analyse the gathered DNA samples,
296
of Parsaius. The entire ship was made of different resins, integrating those that prove valuable to the Queen’s ge-
some of which we haven’t been able to identify yet. But nome, and perform experiments on some of the captured
faith: core book
what made us think of it as a living being was the presence lifeforms. Alterants are rarely found on the front lines, and
of nerve endings within the resin itself, along with a circula- will usually remain near or inside the Queen until the fight
tory system and some other traces of organs embedded is over and the first samples have been collected, at which
deeply within the structure of the ship. They all seemed to time they will descend to the spawning pools and begin
originate from the mothership core, where we imagine the work on the new specimens.
brain of the Queen would be, but the core we recovered was
too damaged to draw any conclusions. This confirms the Alterants are the best-protected members of a Swarm.
worst predictions from xenotech - if a Ravager Queen and Most appear near the core of the mothership, working in
her ship are a single creature, they’re easily the largest liv- what I can only describe as, well, laboratories... filled with
ing beings that have ever existed, perhaps in the entire uni- tanks... tanks containing specimens belonging to different
verse... <playback error [feed disabled/corrupted]> lifeforms. Despite the poor state of the specimens aboard
the mothership we found, it’s clear they were subject
to terrible experiments; their bodies showed mutations
<2:14 feed continues> ...Current theory is that Queens so horrible that we couldn’t even recognise those that
are Herald-class Ravager that have undergone a meta- belonged to known... <video playback error [feed
morphosis, shedding their previous body and covering disabled/corrupted]>
themselves in some kind of biopolymer that eventually be-
comes the mothership. As Queens age, their bodies grow <14:24 feed continues> ...we thought Alterants were
and the motherships become larger; this allows them to some kind of proxies… As their wave emission pattern was
carry more ravager while their brains mature, increasing quite complex, we thought they might be able to control
their power as a hivemind and allowing them to keep more other Ravager, and so functioned as the link between the
Heralds under control. That means that a Queen’s age is di- Heralds and the rest of the Swarm, but it seems we were
rectly related to the size and power of her swarm. Older dead wrong. Alterants have little to no contact with Her-
Queens will try to eliminate the younger, weaker ones to alds or Spawn, focusing solely on their research and experi-
secure their long term survival, whereas young Queens, ments.
aware of their vulnerability, will collaborate in order to Despite their frail appearance, Alterants are pretty re-
stay alive and outlive - or depose - the older ones. We have sourceful and dangerous enemies, and perfectly capable of
no idea about the age limit on a Ravager Queen, or if these handling themselves in battle - as many good men learned
hellish things even have one. the hard way.
TECHNOLOGY
Corvo technology is renowned across the galaxy for BUILDINGS AND
its accessibility, design, ease of use and low prices. The
greatest advances in digital software and Information Tech HABITATS
have been discovered in the Corvosphere, and even the
hyper-advanced Iz’kal envy some of their designs. “In the Corvosphere everyone lives in slums,
most made of plastic and recycled metal, some
of durable materials, a few of marble and pre-
QUANTUM POWER cious metals, but all of them slums, just as
their inhabitants, are poor of soul.”
Quantum power is the Corvo’s main energy source, more - Badi al Zaman, an Iz’kal radical who advocated
expensive but far more efficient than any other known to for war against the Corvo
date. It is the use of nuclear reactions to obtain nuclear
energy that generates electricity upon being absorbed by After cortex connectors, the technology the Corvo
nanotubes. These nanotubes are made from the highly are best known for their space habitats. The Corvo have
unstable Jiu, a synthetic material developed by Corvo engi- mastered the art of living in the worst conditions with the
neers in Quanjie before the space age. least amount of resources, and their housing tech is no
OMNIRINGS
The pinnacle of Corvo engineering, omnirings are huge
104 round buildings that float all around Tiantang and the
most advanced Corvo colonies. A single omniring can
house thousands of corporate offices, shopping centres,
faith: core book
COMPUTERS AND
GADGETS
Information technologies and digital processes have
control over almost every aspect of Corvo society, from
entertainment to engineering, and from medicine to
warfare. Incredibly advanced computing systems control
everything from the largest planet-fueling engines to the
nanochips on an electronic toybug.
Although most Corvotech mirrors the tools developed by CC costs money: lifemods, apps, entertainment - The pos-
other species, such as holovids, hacking rigs and cyber-im- sibilities are too irresistible, and the average Corvo spends
plants, there are also many devices designed exclusively by a bit more than half his salary on his CC.
and for the Corvo. These Corvo-exclusive gadgets include,
of course, the Cortex Connector and its developments - the There are two kinds of contract for CC use, which depend
neuronet, VR mods and experience drugs - but also a few mostly on the user’s buying power.
other devices.
Open Cortex Connectors are fully user-owned. If the
wearer uses it for skulling he can control how much of
CORTEX CONNECTOR TECH his brain’s Processing Power Rate (or PPR) is given to his
employers. Such CCs seldom have any side effects on the
All Corvo information and computing devices are mind, as it’s up to the user to determine the PPR used, and
equipped with a cortex connector jack, which the user can all devices have safety systems installed against this and
link into, using his own brain as processing power for the other possible CC-related health issues (experience-drug
device. The devices that can be accessed by a cortex con- overdose, muscle atrophy, dehydration, starvation, etc.).
nection are mostly computers, but also include advanced On the other hand, an Open CCs is expensive, and the user
weapons systems, auto-powered suits, vehicles, and other must pay for it in advance or add the instalments to the
devices. device’s monthly cost.
Created during the ‘Media Revolution’ around 300 Closed Cortex Connectors are owned by the hardware
Despite true artificial intelligences being illegal in the That’s why, in the Corvosphere, a hacker’s skill depends
Corvosphere, many Corvo own drones, a type of non- mostly on his ability to create a cracking program that,
sentient automaton that can execute basic commands while remaining non-sentient, has the right amount of
according to its pre-programmed function. Drones come initiative and creativity to hack into quantum encryption.
in all models, from seeing-eye aids for disabled Corvo, to Hacking has never, in any society or era, come so close to
servant/assistants for the wealthy, to military spies and an art form as in the modern Corvosphere.
even weapon-deployment function.
106
Most drones are fitted with hoverware that allows them AUTOMATIC
to float in any direction, as well as a surveillance system
TRANSLATORS
faith: core book
Every time a character performs an action he is using one Each advantage adds 5 points to the character’s starting
Skill to do so. The Skill value is the initial action value of that action value, and each disadvantage subtracts 5 points
character during a confrontation. Additionally, if the Skill from the character’s starting action value.
value of a character is 0, he will suffer one disadvantage.
NOTE: A character’s starting action value can be a
DAMAGE PENALTIES negative number if he has suffered disadvantages.
Skill values are reduced by one for each damage point Both advantages and disadvantages can be gained
(both physical and neural) the character has suffered, to a through equipment, Upgrades, or Powers that grant them;
minimum of 0. or through roleplaying the situation. A character can gain
advantages from several sources at the same time or even
Neural damage suffered as the result of using an Acti- several advantages from the same source if the benefit it
vated or Sustained effect occurs as the action resolves, provides is very strong. There are so many possibilities that
and does not incur Skill penalties for that action. it is the job of the GM to determine how and when to grant
advantages or disadvantages to characters.
neurosophical discoveries, but still a source of wonder and hegemonic power of Gong Jingjie eroded to such an extent
knowledge for anyone willing to spend the time accessing that it could not defend itself from its enemies anymore.
the files on the neuronet - Erzi Nei Hua invented astronomy
and calculus. He also wrote hundreds of lines of timeless, Instead of presenting a single military and political block,
beautiful poetry. His long rule - around 45 standard Corvo the Empire had splintered into several factions,or Xianates,
years - was one of the mightiest and most prosperous of as each belonged to a separate Xian. These Xianates didn’t
the seven millennia that Gong Jingjie lasted. But of course, invade each other or fight for the land, but instead waged
his greatest achievement, and the one the Corvo remember a hidden, bloodless war for control of the trade routes, re-
him most for, was the creation of free enterprise and de- sources and ever-growing businesses. It was the corporate
mocracy, two discoveries that the Corvo have always seen equivalent of a feudal civil war. In this state, Jingjie simply
as one and the same. had no organisation to stand against an invasion.
It was Nei Hua which gave the first votes to the common And an invasion did come - in the form of the Yi horde
people, although his system was different to modern de- from Ouzhou, which, as a few historians like to claim, could
mocracy - or even the democracy known by our ancestors have razed Gong Jingjie without spilling a drop of blood.
on Earth - in that votes were tied to wealth; thus prosper- However, the Jingjiese lived in such luxury and their culture
ous citizens, those that built healthy businesses, were was so alluring that the Yi invasion became a massive im-
given, and encouraged to enforce, the same rights as the migration instead. Suddenly, the invaders began deserting
nobles in the government. This new system gave freedom their armies en masse to adopt Jingjiese culture.
and aspirations to the common people and freed the flow
of trade, which allowed for unprecedented economic and In the end, the invasion was so diluted and diminished that
industrial growth. This encouraged scientific discoveries Jingjie all but assimilated the Yi, and the barbarian warlords
or simply traded with. Even their own provinces periodi- THE GREAT DIVISION
cally seceded and rallied, split and joined, which constantly
shifted the balance of power and even the maps of the
three nations. While the Laodong Empire expanded everywhere from
Meridional Ouzhou to the South Pole, a new power rose
The Three Cultures period lasted nearly 400 standard half a world away. The tribes of Northwest Ouzhou, which
Corvo years, during which many great leaders and strat- had remained barbaric and primitive for many millennia,
egists arose among the plutocratic Xian, the proud Jingjie perfected such techniques as mounted warfare, stone for-
Empire, and the mighty T’Sai warriors. The battles they tifications and advanced metal weapons and armour, and
fought were mythicised in famous stories and epics that several powerful nations arose in a feudal landscape that
still exist in holobits and datapacks - as you read this, there’s closely resembled the Three Cultures period of previous
a massively successful VirtualRom on the legendary T’Sai centuries. But one of these cultures became remarkably
chieftain Hu Ingfui streaming in systemwide datanets - and stronger than the rest, conquering many weaker nations
remain popular allegories about the greatest virtues of and a few of the stronger ones, and mirroring in Ouzhou
Corvo culture: independence, inventiveness, ruthlessness what Laodong was doing in the rest of the world.
and victory against long odds.
This nation was known as the Baizhi Empire, or just Baizhi,
and its military might was only matched by its advanced
SIANGXIA THE culture - it taught arts, science and philosophy to every
When the Laodong Empire and Baizhi met, both nations The technology boom caused by the Block Calculator
suffered massive culture shock at the other’s wildly was the dawn of Corvo modernity, and it introduced indus-
different traditions, lifestyles and trade goods. Thanks trial and scientific advances that catapulted the Corvo from
to the efforts of daring merchants and explorers from the Steel Age to the first digital technologies in less than a
both empires, many of these trade goods were exported century.
between both empires, leading to important changes in
their customs, religions and technology. More importantly, the new technologies made wars of
conquest a thing of the past, and ended millennia of shifting
Knowing they had both encountered a neighbour they borders and changing governments, as the new wars were
couldn’t overpower, Baizhi and Laodong implicitly agreed fought on the arena of commercial relations, production,
to respect each other’s territory, and to remain on their imports and exports.
respective corner of the planet. This divided the Corvo
world in two, and every nation and culture that came after This ‘Technopeace’ allowed all the Corvo nations to con-
was influenced by either Baizhi or Laodong. This split Corvo solidate, their economies to grow and their focus to shift
countries and cultures into what is still known to the Corvo to more scientific and industrial advances. This led to an
as the ‘Septentrional’ and ‘Meridional’ worlds. overall improvement of living conditions for most of the
Corvo peoples.
The Gaotian answered by launching a ruthless invasion This maintained peace and neutrality among nations,
on the territories of Yao and Yuelin, which almost oblite- while dramatically increasing the wealth of the rulers of the
rated both nations and helped cement the Gaotian’s current Corvo world. Far more importantly, it was the template for
reputation as a murderous dictatorship. But history would what would become the Corvo Megacorps - a multi-partner
be taught differently, that perhaps the Gaotian would have venture that doubled as a worldwide government and main-
become the rulers of the known world if it hadn’t been for tained cooperation through (roughly) equal market shares
Professor Pei Qin. for all the politicians involved.
entist and spy that ever lived, Pei Qin famously defected
from the Gaotian. Offering his service to the Yao Alliance,
THE AI REVOLUTION
Pei Qin sought to keep his discovery of Jiu-based quantum
weapons from the hands of his cruel government. This, The most important consequence of Professor Pei Qin’s
of course, put quantum weapons in the hands of the Yao, Quantum technology was not Jiu-based weapons, as most
which promptly won the war against the Gaotian and oblit- non-Corvo believe, but the development of the first real
114 erated their nation, dividing it among themselves and rees- artificial intelligences. Tachyon-based networks allowed
tablishing the thus far lesser nation of Meng as the mighty digital systems to add a ‘maybe’ to their yes-no binary
Jiantian Republic, the most powerful nation of modern thought, and Jiantian was developing its first truly sentient
faith: core book
Corvo history. nodes only a decade after the war. This is not general
knowledge of Corvo history because of how fast the AI was
Concerning Professor Pei Qin, it’s commonly believed he almost killed after it was born.
died of natural causes after the war, although history says
otherwise. When Professor Pei realised he hadn’t helped As most of the hard labour across the world was already
world peace but had simply given Jiu-based weapons to performed by machines, most paid jobs in Corvo society
someone else, he joined a radical cell and attempted to were decision-making positions. When it was first imple-
sabotage the Jiantian government. He was caught, executed mented, AI caused massive layoffs, which led to worldwide
and buried anonymously, a fact that the government kept civil unrest as workers paraded against the new technology
secret until Jiantian itself was dissolved after the Space and even formed labour unions, a mostly unheard-of - and
Revolution. The current Corvo government hasn’t exactly very dangerous - idea in Corvo society.
bent over to correct Jiantian’s omission, but a quick infos-
earch on any neuronet will reveal the truth. Unrest was quickly stifled, of course, but during the next
decade the Quanjie stock exchange took a massive hit as
workers all across the planet lost purchasing power and
THE COOLING markets plummeted, which led to all international curren-
cies losing most of their worth. To prevent a collapse of
world economy, the GenCorp council took the emergency
After the defeat of the Gaotian, the three nations of the measure of virtually shutting down most AI-based systems
Yao Alliance distanced themselves from each other. Yuelin in the world. They imposed a ban on most kinds of artificial
and Baizhi resented the newly formed Jiantian Republic for intelligence and passed a law that required every decision-
having acquired the most power and prominence after the making position - and even a few drudgery jobs such as
war - ‘Meng’, the Jiantian’s pre-war name, is still a mild police and military work - to be given exclusively to living,
insult in Yuelin and Baizhi, meaning ‘one that has forgotten breathing, paying Corvo.
he rose from humble origins’. Yuelin annexed Yao with the
excuse of protecting it from the Jiantian’s imperialistic am- To date, only the most basic AI systems - mostly non-
bitions, and Jiantian severed all economic ties and ended all quantum, but in general those that require living Corvo to
give them the parameters of their job - are allowed to exist,
and the most advanced systems are strictly regulated and One thing was clear - the Corporation could not maintain
not allowed to work outside the highest levels of the Corvo its monopoly.
Government.
So Jiaoyang was forced to turn to two other corpora-
tions, which had taken property and usage rights over
THE CORVO the other mineral planets in the Corvo solar system. The
SPACE AGE two smaller corps readily signed a trade agreement with
Jiaoyang, which led the GenCorp council to change its laws
to favour free trade and limit monopoly practices. Thus the
greatest recession in Corvo history led to the birth of the
The Corvo began their space age only three years after species’ current economic system.
the AI Revolution, when Liu Liwei of Lao became the first
sentient being to enter outer space. After Liwei’s success,
five corporations from Lao, Jiantian and Yuelin signed a deal THE CORPORATION
for long-term collaboration towards space exploration.
Their common vision was to harness - and jointly own - a AGE
limitless energy source that would make them indispensa-
ble to the future of Corvo civilisation, at least for the next
billion years, which seemed like enough. They intended to After the Three-way Trade Agreement was signed, the
establish a ring of solar powered satellites around the sun two smaller corporations were in turn guilty of not comply-
(what we Humans would call a Dyson Ring) which would ing with the new free trade laws, as they had unilaterally
send the energy back to Quanjie through microwaves. claimed the land of two entire mineral planets; this
The new paradigm ended the patronage system used by When it seemed like the Corvo expansion had reached its
Corvo corps up until then; thousands of companies started limit, exhausting most of the resources available in their
to work on the Dyson ring to produce energy, to perform solar system, a team of scientists at Tiantang claimed that,
maintenance work for the satellites, and to provide services with a large enough energy output, they could create a
to the ever-growing population of workers, while others wormhole. This team was led by now legendary Professor
took control of thousands of interplanetary mining sites. Mehdi Ben, a Corvo astrophysicist - whose name translates
thus because we Humans first learned of him through the
This was the Corvo corporation age, and the true dawn of Iz’kal, whose names are translated to our Arabic languages.
Corvo society as we know it today.
The discovery of Professor Mehdi’s team opened a new
door for space exploration, as lightspeed remains unat-
TIANTANG tainable for manned spacecraft, and a wormhole could
allow the Corvo to explore other stars - and expand the
resources available to the Corvo corporations.
With thousands of corporations working on it, the Dyson
Ring at last had enough resources to expand, and it grew To create a wormhole, Mehdi and his team needed to
exponentially from that moment. The Ring was finally com- create matter with negative mass, or else find it at one of
pleted, and it was named Tiantang. several naturally occurring spots in space, which Mehdi
dubbed N-regions in which mass arbitrarily changes from
The Corvo History
Besides Quanjie, the Corvo had mined two other planets positive to negative. Creating matter with negative mass
to their core, and with a condensed ring of space stations would require an incredibly expensive process, and it also
and satellites barely 1 AU away, nearly half the Corvo popu- needed an huge, continuous amount of energy in order to
lation had moved to live and work in Tiantang or nearby remain stable and not collapse upon itself.
mining bases. Not only had the majority of the Corvo
industry and services moved to space, but also their entire Mehdi Ben convinced several corporations to invest
116 financial system. In a genius move, several corporations heavily into his project. If it worked, his team could create
agreed to have the stock exchange and currency markets a door to a whole new star system, brimming with the re-
moved to Tiantang, which expedited energy exploitation for sources and job opportunities the Corvo (and the corpora-
faith: core book
the Dyson Ring, but resulted in a delay of 3 light minutes as tions’ business) needed so much.
information travelled from Tiantang to Quanjie, and made
all planet-side corporations unable to compete against What Mehdi Ben did not tell his investors was that it
their space-based rivals. was impossible to choose where the wormhole would
lead to. The experiment indicated that the other end
Suddenly, all the important and well paid jobs were in of the wormhole would theoretically open at a nearby
Tiantang, and many service companies moved to space N-Region, most of which tend to form relatively close to
stations in the ring. Quanjie was slowly but surely depleted star systems. This was enough assurance for Mehdi that
of its most capable citizens and industries, as well as most the wormhole would take them somewhere useful. He kept
of its resources. the uncertainty from his investors, who he knew would ap-
preciate their money more than a leap of faith.
It was during this time that most Quanjie nations disap-
peared - some joined or were annexed by larger nations, When the wormhole was created, something completely
such as Jiantian or Yuelin; some split not into smaller unexpected happened - Instead of taking them to an un-
nations, but into corporations and companies. Some coun- charted N-region, it took them to a natural wormhole that
tries were bought wholesale by the Tiantang-based corps. was connected to thousands of points throughout the
Many political entities remained, but the massive paradigm Universe, thus creating an artificial path between their
shift had already taken place. The Corvo were no longer location and countless others. This was a success beyond
divided by nations, but by companies and employment. what their wildest theories had predicted. The Corvo busi-
nesses and people now had an open door to the Universe.
Thus the new Corvo space civilisation was born, and it
had wholly new material needs; it required new forms of They called it the Labyrinth.
software, entertainment, energy, and resources. And the
CEOs of the largest companies were well aware of what
would happen to their economy if they could not keep up
with this new world they had just created.
THE AGE OF The term ‘Corvosphere’ came into use in 1699 SA, when
The development of beacon ships was the spark that The Qing Gao movement particularly denounced Corvo
finally jump-started Corvo expansion across the Labyrinth, consumerism and called for a return to self-knowledge;
and the first Corvo colony - the settlement of New Quan to focus individualism towards greater wisdom instead 117
on Yaolong 6B - was founded in 1657 SA, just over a decade of away from it. Qing Gao proponents, pejoratively called
virtual entertainment, brought the concept of digital drugs species, and thus were not as surprised and repulsed by the
to mainstream Corvo culture, revolutionised the structure Corvo as they might otherwise had been. In fact, the Iz’kal
and technology of mass media, and a couple years later led were interested in learning more about the Corvo, although
to the development of the most impor- they kept every interaction cold and professional.
tant Corvo technology - the cortex
connector. What came after were several meetings and peace talks,
118 and the encounter became a historic milestone. But the co-
operation between both species was far from guaranteed
THE IZ’KAL - in fact, it would soon be put to the test...
faith: core book
To soften their stance, the Megacorps destituted the Hao THE EEP
directive and put a friendlier delegate - the thus far unknown
Lo Lau - in charge of the Tai Meng colony. However, Lau took
advantage of the situation to dramatically increase the The Law the Corvo government came up with was
prices and taxes on Jiu exports, claiming that mistreatment dubbed the EEP, or ‘Economic Equality Pact’. This bill basi-
of the workers gave them the right to economic compensa- cally required all colonies to accept a single chart of pro-
tion beyond their demands. The Tai Meng miners idolised Lo portional commercial rates, and to abide to a common set
The Megacorps threatened to shut Tai Meng down if Hao The EEP was a roaring success. Most Colonies whole-
didn’t agree to more reasonable trade rates, to which Hao heartedly embraced it, and its terms were equally benefi- 119
replied citing Corvo colonial law, which basically allowed cial for the Megacoprs and the colonial governments. More
The delicate situation was decided, as it often happens, Thus, the EEP allowed Mei No, and through her the entire
by an outside, unexpected force. Apprised of the situation, Corvo government, to establish the trade rules that have
Iz’kal diplomats saw Tai Meng as a chance of toppling the kept the Corvosphere peaceful and its economy prosper-
‘aberrant’ Corvo government, and gave the workers their ous for the last two hundred years, to the chagrin of its
full support, with as many resources and even weapons detractors, both within and without the Corvo species.
as they needed, offering them to join the Iz’kal state (along
with their Jiu-filled planet) and enjoy the full protection As the economist Po Qie stated, ‘Tiantang was the cradle
and patronage of Al’Ameen. Now the revolt threatened to of Corvo Economy - but Tai Meng was its first job’.
become a full-blown interplanetary civil war - and it would
certainly have were it not for Mei No, the chairwoman of
The Union Megacorp. THE SPACE RACE
After a week-long summit with the heads of the other
Megacorps, Mei No convinced them of the terrible danger to After the EEP and the Iz’kal takeover attempt, it didn’t
Corvo society if the Tai Meng rioters went to war supported take long for both species to realise they weren’t going to
by the Iz’kal. All three Megacorps passed an emergency bill be friends.
that required Hao’s shares to be sold at the Tiantang Stock
Exchange - as it had threatened the stability of its parent The Corvo felt uneasy about the Iz’kal’s wasteful philoso-
corporation - and hired a new corporation, one led by Bao phies and totalitarian state, and the Iz’kal were appalled by
Chong, a vocal and explicitly progressive entrepreneur who the Corvo’s materialism and pointless individualism. But
had frequently spoken in favour of the Tai Meng workers. they also knew they were not only political opposites - they
were innate rivals. Without planning or asking for it, both
species were suddenly on a race not only to expand their THE COALITION
territory, but to spread their culture and ideology across
the universe before the other. The Iz’kal had a long head
start, having learned space travel from previous alien It wasn’t long before another Ravager fleet was detected
encounters, but the Corvo were far more numerous and approaching Parsaius, a large Iz’kal colony. Without any
enterprising. need for previous agreement or explanations, both the
Iz’kal and Corvo forces flocked to the spot. For the first
Both species have committed covert acts of sabotage time in history, the rival species joined together to face a
against each other’s exploration efforts - let us remember common threat, one that they both understood could very
how the Iz’kal manipulated the population of Hung 10-B into well bring about the end of the known universe.
sedition, which put plans for the colony on hold indefinitely,
or the poisoning of the Agora clouds by Corvo spies - but The joint effort managed to defeat the Ravager, but just
officially the competition remains fair and respectful. barely; Despite the time they had to prepare for the attack
and the intelligence they had gathered during the battle at
To this day, the Corvo and the Iz’kal remain rivals, and Izuan Tai, the assault took a high toll in lives.
every time one of them settles a new planet, it forces the
other to settle two. After Parsaius, the Corvo and the Iz’kal knew they
couldn’t face the Ravager and each other at the same time.
However, something would happen that would change They agreed to cease all hostilities, and even stop their
the stakes of their rivalry forever. unofficial ‘Space Race’, to focus all of their resources on
fighting this new menace. Within a year, the Megacorps
and the Iz’kal State had signed the Iz’kal-Corvo Military
The Corvo History
THE FALL OF Coalition, or just ‘The Coalition’ for short. It was the largest
IZUAN TAI military alliance in known history, and the only one of its
kind, where two disparate interstellar species pooled their
resources towards a single defence force.
For a long time, the menace we know as the Ravager were The Coalition didn’t answer to either the Megacorps or
120 no more than a myth; mere stories from space sailors and the State, but only to an emergency council composed in
tradesmen, who spoke of colonies and spaceships that had equal parts by Corvo and Iz’kal delegates, which agreed - in
been found abandoned, with no signs of life and with entire writing - to pursue only the best interests of both species
faith: core book
sections that looked like they had been devoured whole. for as long as their alliance existed.
At first, the Corvo and Iz’kal obviously blamed each other Of course, the ‘truce’ between the Corvo and Iz’kal never
for the disappearance of their colonies. Open war became went much deeper than the pretty speeches, and currently
a real threat, and diplomats from both species called for both species maintain their covert enmity through espio-
retaliatory, ‘preventive’ strikes. nage, counter-espionage and sabotage while they keep the
pretence of cooperation. The Coalition still exists, however,
Then came the onslaught. Creatures out of a nightmare, and the army under its jurisdiction remains a joint, fully
in numbers that darkened the sky, fell upon Izuan Tai -one cooperative effort; while their governments still backstab
of the economic centers of the Corvo. The defenses of the each other routinely, the Coalition itself is well aware that it
planet were overrun in a matter of minutes and those who can’t afford discord in the war against the Ravager.
tried to escape the slaughter were hunted down. Only the
fastest spaceships managed to find their way into the Laby- As of this writing, the Coalition has existed for no more
rinth to carry word of the attack back to the Corvosphere. than a few years, but their brave efforts still keep the
Ravager at bay in the border of known space. Many of our
One month later, a large Corvo fleet arrived at Izuan Tai people are fighting that battle as you read these words; we
and, after a desperate battle, was forced to blow up the still don’t know if, when, or how the conflict will end.
planet to stop the spread of the terrible creatures that had
taken over it. What we know is that the Coalition is the only hope, not
only of the two species that conform it, but also of the Raag,
For lack of a better name, the Corvo called the creatures Humans, and any still undiscovered species that remain in
the Hui Huài (‘Ravager’ in modern Human Speech), and they the Ravager’s path.
remain known as The Ravager throughout civilised space.
But the effects and significance of their appearance were Whatever happens, the Ravager are either stopped, or
just beginning to make themselves felt. they end life in the universe as we know it.
THE CORVO TODAY
Despite their political and economic ups and downs,
and even through the war against the Ravager, the Corvo
remain the most prosperous and advanced civilisation in
known space.
Only the species’ rivalry with the Iz’kal, and of course the
Ravager threat, cast any shadow over the Corvo’s bright
future - but it’s a shadow that may well engulf and snuff out
its utopia of success, freedom and prosperity. And what the
future holds, only the Gods may know.
FOREIGN AFFAIRS
“The Corvo have created a new civilisation for ship. Only a state of the people for the people is
a new millennium. They have taken their cities a system capable of sustaining itself. “
to space, where they can feed from what is vir-
tually an eternal source of energy. No longer - Hamid Al-Razim, Iz’kal philosopher
coerced by the weather, the availability of land,
the changes in tectonic plates, the atmosphere The relationship between the Corvosphere and the Iz’kal
or any other planetary problems. They expand State is the most famous rivalry in the known universe.
without restraint through the Labyrinth, from Despite their recent military Coalition, both species
where they can obtain any amount of resourc- maintain a fierce competition and a political domination
es whenever needed. race, their cultures and philosophical views too different
for each other to tolerate.
The Iz’kal accuse them of having unsustainable
exponential growth, but with the discovery of In fact, both species see the other’s culture as nothing
the Labyrinth, growth is no longer a liability - less than a deadly menace to their very existence; the Iz’kal
it is a necessity. Who knows who else is out state feels threatened by the Corvo’s free-market society,
there? What species and what powers might and the Corvo see the Iz’Kal state as a dangerous tyranny
one day come out of an unexplored region of that could snuff out free thought.
The Corvo Foreign Affairs
- Human worker at a metal mine in the A9dJJV However, thousands of Raag workers and mercenaries
asteroid field travel to the Corvosphere every day, for all the hard labour
tasks that the Corvo consider too simple or too complex for
NON-PLAYER
CHARACTERS (NPCS)
Non-player characters (NPCs) are characters controlled
by the GM. They are the key to many stories, and they can
be friends, foes, or simply neutral. They can be as simple or
as complex as the GM wants: she is in charge of developing
their backstories, if they need them. While with many NPCs ILLUSTRATION
most interactions will consist of talking or trading, others
might perform actions and engage in confrontations.
Teamplayer TRAITS
LEVEL Level 2 :: Human :: Loyal
mov. 5 metres :: weight 75 kg :: height 180 cm
INFO
330 You can use the NPC level as a guide to determine the 2 ICONS
difficulty of an encounter. A recommended encounter has 5 3 2 8
as many NPC of the current encounter level as the number
faith: core book
8 6 4
of PCs. Adding or removing NPCs can be used to balance PHYSICAL
STAT 2
INITIATIVE
STAT 2
MENTAL
STAT 2 STATS
the difficulty to the taste of the group. Using a higher level
NPC instead of several low level NPCs can be used to add CLOSE
3+ STANDARD
3+ ATTACK
QUARTERS DISTANCE
variety. Varied encounters will force the players to play
smart and try to gain advantages through role playing to Nemesis ENERGY
rise victorious. Plasma weapon (It ignores 1 point of armour). The
attack gains one advantage against dodging.
◊ Level 3: It’s recommended you use these after Human Fronters want a fresh start for Humanity, FLAVOUR TEXT
far from the influence of alien species, and they’re
level 2 NPCs start to feel easy. It is good to mix willing to go to great lengths to achieve this goal.
126
faith: core book
The Corvosphere
one of these containers without ever experiencing gravity.
They stay alive thanks to the intake of G-pills that reduce
the effects of the gravity lack on their organs. Their only
chance of a better life is being seen as a capable worker by
their foremen, and getting a proper job in a gyro-zhan.
Many Tian resort to crime. The worst districts are con- 127
trolled by Tongs, mafias that decide who gets to work when,
private vehicles, but one still must pay spacelane fees. them lose more time and resources commuting back home
than they would if they missed several work days.
TIANTANG CS
Population: 1 billion For their part, the CEOs of each Megacorp indeed have
properties and temporal residences in these sectors,
Tiantang Capital Sector, or Tiantang CS, is the most although they tend to spend more time in their Tiantang CS
128 important sector of the Dyson Ring, with its own nominal homes or privately-owned asteroids or planets.
government and law system. This is where the richest
Corvo live, which makes it the hardest sector to move to. Despite lacking an organised government other than their
faith: core book
More importantly, it is the financial center of the Corvos- respective board of directors, the three Megacorp sectors
phere, housing the Corvo stock exchange. Other than the are the true power centres of the Corvosphere, where
largest and most important corporate buildings in the Cor- most decisions are taken, while Tiantang CS and its repre-
vosphere, Tiantang CS is mainly residential; but it also has sentatives serve as the mere, public face of the Megacorps.
several shopping malls such as FengZhao centre, beautiful
parks and both live and digital museums. OTHER SECTORS
Total population: Over 60 billion
Despite its importance, Tiantang CS is a relatively small
sector, with barely one-third of the mass and population of Besides Tiantang CS and the Three Megacorp sectors,
the average gyro-zhan; exclusivity requires keeping most which concentrate most of the workforce and employment
people at bay, and no one does that better than Corvo elites. in Tiantang – and thus of the entire Corvosphere – there are
seven more sectors in the Dyson Ring, all of them adapted
MEGACORP SECTORS from or built upon large spacecraft.
Total population: 27 billion
The most famous sector in Tiantang, even more than
After the Capital Sector, the three foremost sectors of CS or the Megacorp sectors, is Taiyang, the commercial
Tiantang are the respective HQs of the Megacorps that sector, known across the universe for its mega-malls,
rule the Corvo. Each Megacorp has its own private sector, entertainment centres, touristic attractions and media
reserved for offices and business, with restricted access to scene. Everything in the universe is for sale in Taiyang, from
anyone that doesn’t work at the corresponding Megacorp luxury trips to living persons, from vehicles to real estate,
or its subsidiaries. from entertainment and drugs to gadget and furniture.
Megacorp sectors are named after their correspond- The Wei sector is the secondary financial centre of the
ing Megacorps; there’s Union Sector, Wang Sector and NS Corvosphere. Wei is the HQ of all the banks and trade houses
(for Nation’s Solution) Sector. Each of these three sectors that are available for all Corvo, as opposed to the exclusive
- the three largest of all Tiantang - houses thousands of financial institutions and stock exchange of Tiantang CS.
companies and sub-companies, all somehow related to Wei is safe, fancy and expensive to live in.
the Megacorp that owns them. Thus Union Sector, a bleak
The Gu industrial sector is a place of danger, poverty and
underemployment, where the Corvo crime families own
secret warehouses and poor neighbourhoods struggle,
mostly without success, to stay away from poverty crime.
The Corvosphere
ing-class Corvo that often seek employment or at least
long vacations at any other of the Tiantang sectors. SCAVENGER
Affinity
THE LOST SECTORS
Level 1 :: Corvo :: Cautious
Tiantang has been built over the course of several 129
mov. 10 metres :: weight 51 kg :: height 154 cm
centuries, with billions of Corvo working on thousands of
130
faith: core book
The Corvosphere
As Quanjie has become mainly a manufacturing planet,
all of its nations are but extensions of the Megacorps, and
most of them disbanded or sold out to the many corpora-
tions that control the economy of Quanjie. However, a few
nations maintain official sovereignty, along with a sem-
blance of culture and national identity, which nowadays 131
relates mostly to what they produce and export for the
Now, Jiantian functions as Wang Corp’s political strawp- The QUAN was founded by right-wing partisans, outraged
erson in Quanjie, affecting democratic rule over what by the loss of political institutions and borders, as well as
actually are Wang properties. Although officially it remains the massive sale of nations to the Megacorps. Calling for a
a political entity, The Republic - and every territory, city, return to National Identity, and maintaining that the ‘true
self’ of the Corvo had been squandered and given away by
corrupt corporate interests, the movement wants no less
than an armed overthrow of the Quanjie government, using
outright terror tactics and sabotage to make the planet
secede from the Corvosphere - or make the Megacorps
leave.
The QUAN started out as the Free Action Quanjie (or FAQ),
a small, harmless separatist cell, a few decades after the
Space Age began, during the Great Sundown Recession.
The group became a much larger and far more serious
organisation after the discovery of the Labyrinth, when
every colony got an influx of corporate investment, which
allowed its members to afford a reform and expansion of
The Corvosphere
2
in the Corvosphere. It only grew larger with subsequent
4 2 0 8 decades, alternating periods of vicious attacks with long
periods of inactivity, usually associated to the turmoil and
peace of the Corvosphere as a whole.
PHYSICAL 5 INITIATIVE 6 MENTAL 3
STAT 2 STAT 2 STAT 1
Currently the QUAN is a very active threat to the peace
and well-being of Corvo society, staging increasingly
CLOSE STANDARD
QUARTERS
3+ DISTANCE
3+ deadly attacks and sabotages against important economic
targets in all Quanjie territories; and it has started to spill to
Tiantang as well, with new QUAN members appearing - and
Nemesis
attacking - at some sectors of the Dyson Ring.
Plasma weapon (It ignores 1 point of armour). The
attack gains one advantage against dodging. The current QUAN leader, and perhaps the craziest Corvo
to ever hold that title, is High General Pao Qin, a man so
fanatic that he seems to be a living, breathing cartoon
super villain. His schemes are equally outrageous, running
Impulsive
the gamut from stealing the drinking water of an entire city
If he is not caught by surprise, his Initiative during the to building a giant plasma cannon to bring down passenger
first round increases to 12. ships. Under Qin, the QUAN has at last been classified as a
planetary-level threat, and the Megacorps are taking steps
to stop him.
The Corvosphere
but now has branches in every Tiantang sector and
many areas of Quanjie and New Quan. SSF AGENT
The Secret Service combats mostly acts of
sabotage by radical groups such as QUAN and the Kalivan 2
Human Front, but it also provides intelligence on Level 2 :: Corvo :: Crafty
the Iz’Kal and for the Ravager War. For the latter, 133
mov. 5 metres :: weight 56 kg :: height 160 cm
a special Secret Service office has been opened to
Inner Focus
134
faith: core book
NEW QUAN a year, the Tianta settlement had split from New Quan, and
within a decade there were no less than five large cities
Planetary Type: Water world in the planet’s main continent. After a century, the entire
world’s surface was settled, its land divided and its mining
Population: 11 billion
and natural resources bought by, and split between, the
Day: 27 standard hours Megacorps. Currently, the planet - named New Quan, like
Culture: Eco-friendly techno-industrial settle- its first and largest megacity - still receives some ten to
ments fifty thousand immigrants every day, seeking the promise
Location: Yaolong system, 2.5 standard months of new territories and opportunities. Of course, the planet
away from Tiantang is much less free for the taking than it once was, but it still
offers more space and a lower cost of life than Tiantang,
Production: Biotech, manufactured goods
while offering a much better lifestyle and job opportunities
Social Rank 4: Isolated pockets of stability in most- than other colonies. It is also one of the top touristic spots
ly untamed planet in the Corvosphere thanks to its healthy mix of natural en-
Economic Rank 4: Sharp difference between tribal vironments and expensive resorts.
bartering and thriving cities
Atmosphere: Breathable, clean Despite its development and population, New Quan
remains a mostly quiet, empty, untamed world. This is due
New Quan, the first and largest Corvo colony in the both to its enormous landmass - almost three times that of
universe, was founded 300 years ago when the Corvo dis- Quanjie - and the lack of need for settlements to communi-
covered how to make use of The Labyrinth and sent five cate with each other. Every New Quan city and settlement
ships to the remote Yaolong system, located across the is directly financed and maintained by one of the Megacorps
galaxy from Tiantang. at Tiantang and independent from all others; this, together
with the Corvo’s natural lack of what we understand as a
At first, New Quan was only a small, multicultural settle- national or local identity, has prevented the appearance of
ment, but the planet’s soil and atmosphere, which almost roads, countries, borders, named continents or any settle-
mirrored those of the Corvo homeworld, proved far more ment larger than a big city. The resulting landscape consists
suitable for growth and development than predicted. Within of vast tracts of unsettled land, dotted at large intervals
NEW QUAN CITY
Population: 200 million
The Corvosphere
There are, of course, no gyro-zhans or zero-G buildings in
NQC, as the planet provides all the gravity and atmosphere
its inhabitants need - which is a source of mild surprise and
discomfort to most Corvo tourists.
life. Since most of New Quan’s natural landscapes are more that the space and resources are there, equally unexploited
or less left alone thanks to the isolationism of its cities, by the Megacorps, and that they will continue to make free -
some of these tribes spend months or even years without and legally authorised - use of them for as long as the New
coming across a ‘civilised’ settlement. Quan ecosystem remains unoccupied.
While having an NPC under his control, a PC will control E.g. If Lee wanted to open the safe box quickly to
him exactly as the GM controls her NPCs, with the exception escape under the cover of darkness, he could rush
that the PC cannot play cards from the controlling player’s the data mining process required to pry open the
hand for him - the friendly NPC will play his cards from the electronic lock. In this case, the GM determines that
top of the deck (but the cards will be drawn and played by Lee is confronted by a TSE. If he loses, he could take
his PC controller). a lot longer, trigger an alarm, or other negative
effect determined by the GM.
The Corvosphere
138
faith: core book
XULONG behind the term itself, as it was the first large Corvo settle-
ment outside of Tiantang or a planet’s surface, and its very
Planetary Type: Mining station around a gas giant existence changed the concept of the Corvo civilisation as
a whole.
Population: 12 billion
Day: 20 standard hours Xulong is a web of thousands upon thousands of inter-
Culture: Industrial connected space stations, mostly dedicated to extracting
Location: Wangmu system, 3 standard months gases and minerals from Wangmu. As it grew, the Xulong
away from Tiantang megastation developed its own culture and political
identity, being recognised as a sovereign colony barely 50
Production: Wang gas, mineral ores, raw materials
years after its founding. The entire colony consists of space
Social Rank 3: Low quality of life, very limited live- habitats, zero-g slums, and mining machinery, and it’s the
lihood largest space settlement after Tiantang. For this reason,
Economic Rank 3: All citizens are employed by off- it’s often called Xiao Tiantang, or Xiongdi (‘Little Brother’).
world corps
Atmosphere: Unbreathable gases outside; artifi- Despite Xulong’s gloomy environment and harsh working
cial indoors conditions - among the worst in existence; Xulong com-
panies always take up around half the list in the official
The Megastat (short for Mega Gas-Mining Station-State) ‘Bottom 10 Workplaces in the Corvosphere’ yearly ranking
of Xulong is one of the Corvo’s oldest interstellar mining - the Megastat is the only place in the Corvosphere where
colonies, and the largest by a wide margin. At first it was employment is guaranteed; Wangmu’s natural resources
nothing but a mining platform orbiting the Wangmu gas are virtually unlimited and the mining companies just keep
giant at Gamma Dengbao IV, but it eventually became a full- growing unchecked, which keeps Xulong in permanent need
grown colony and the largest known space station outside of new hands. Many Corvo with no other way out choose
Tiantang. a life in the Xulong gas mines, which is a grim life - but a
honest and financially secure one.
Founded in 1690 SA, before the concept of a ‘Corvo-
sphere’ existed, Xulong is famous for being the reason
strict and ruthless. The death penalty is quite common in
the Megastat, as most criminals have little else to lose.
THE PLATFORMS
All Xulong mining facilities, from giant drills to extrac-
tion installations, are collectively known as platforms, or
the platforms. The term is used indistinctly to refer to any
place where one goes to work, as opposed to their living
quarters - although millions of workers, lacking proper
residence, actually live and sleep in the platforms.
The Corvosphere
Platforms stretch across thousands of kilometres over the
gas clouds of Wangmu, and any of their titanic, kilometres-
long gas drills can be seen from anywhere in the Megastat.
The Xulong Platforms contain some of the largest very least that they don’t think it is a real life animal.
machines in the Corvosphere, which necessarily includes As an example, some of the supposed ‘sightings’
the largest machinery sections. Below these great mining of the dragon took place as visions in the witness’
engines, kilometres upon kilometres of maintenance dreams, conceding the creature a mystical nature
tunnels, vents, tubing and sewers stretch endlessly in the that is actually far from its very real, physical
darkness. This maze of machinery tunnels is known as existence.
140 The Warren, and is the least-seen section of the Xulong
Megastat. Already a deathtrap because of heat and vapour Unknown to all Xulong inhabitants, the Dragon
vents, acid spills and crackling plasma security shields, the used to be a normal cephalopod - or a clutch of
faith: core book
Warren is made even more dangerous for the presence of such cephalopods -, either native to the gas giant
vagrants, radicals, escaped convicts and other criminals or brought aboard some freighter long ago, and no
that use the tunnels as a refuge and hunting ground. longer than one inch. Then, the thing - or things -
somehow fed on the Wang gas, growing to colossal
In some areas, the tubes are large enough to lodge entire proportions over the years. Whether the species
cities, and several underground communities have taken was naturally able to feed on Wang gas, or mutated
up the less dangerous zones as a refuge from either the thanks to some kind of residue in the mining
law or their miserable lifestyle. Such societies, nicknamed process, is still a mystery.
tubers or tunnelers, become close-knit and well-organised
groups; they must, if they are to survive the heartless con- Either way, there’s profit to be made and respect
ditions of the Warren. Forced outcasts, such as victims of to be earned for a valiant crew that proves itself
a plague, and the very rare unemployed - or unemployable capable of not only bringing down the beast (or
- inhabitants of Xulong, tend to drift to tuber communities one of these beasts, assuming there are more than
as well, becoming a part of the Warren’s hidden society. one), make it out alive, and bring proof in the form
Tubers are somewhat more peaceful than hidden criminals, of a corpse to the mining station HQ.
but not harmless by any means, much less to outsiders -
‘skysiders’, as tubers call them - which they have learned
to avoid and mistrust.
BODY TAIL
Unstoppable :: Lone Wolf :: Space Affinity Unstoppable :: Defender :: Teamwork
14 9 1 5 1
28 22 8 20 22 12
HIT TRAMPLE INITIATIVE HIT GRAPPLE INITIATIVE
2 2 3 2 2 3
9 ATHLETIC 19 15
SURVIVAL THROW
3 /EVA 2 2
Trample Throw
Action. It cannot be used as a counteraction. Characters who Action. Tail throws one grappled character against a target up
dodge against it gain one advantage. to 20 metres away. Its target suffers as much physical damage as
Body moves up to 25 metres in a straight line. All characters in its the thrown character’s CON (or the attribute of his Physical Stat)
path are affected by this attack. plus his armour. Regardless of the outcome, the thrown character
is no longer grappled, and he also must confront this action to avoid
suffering the same amount of damage.
ZHUI XI THE PEOPLE
Planetary Type: Ice world Zhuixians have a reputation for being a little touched in
the head, not only because of their slightly exaggerated re-
Population: 9 billion
ligious zeal, but because the extreme cold actually affects
Day: 38 standard hours Corvo brains, causing sluggishness and, rarely, permanent
Culture: Corporate theocracy brain damage accompanied by such symptoms as chronic
Location: Zhui system, 3 standard months away hallucinations. These cases are few and isolated, but a few
from Tiantang isolated cases are more than enough for urban legends
to take form, and the symptoms of ‘brain freeze’ (as Tian
Production: Water processing
newscasters jokingly call it) are very similar to lunacy or
Social Rank 4: Unequal yet utopian society hallucinations.
Economic Rank 4: Self-sufficient, prosperous sin-
gle-product civilisation Other than their admittedly greater faith in Kaliva and
Atmosphere: Breathable and clean, low-tempera- the ‘brain freeze’ stereotype, Zhuixians are as smart and
ture hazards resourceful as any Corvo, and their society is actually
one of the most prosperous in the Corvosphere. Perhaps
The Water Station of Zhui Xi is one of the largest and it’s the piety with which the Kalivans inspire the populace,
most powerful Corvo colonies, ruled by the closest there is or perhaps it’s the generous financial support from NS
to a theocracy - or to any government - in the Corvosphere. and Starwaters, but class differences are somewhat less
pronounced in Zhui Xi. While there’s still a huge economic
Originally a pleasure retreat belonging to the Gao-Yuezhi gap, the poorest are a little less poor than in Tiantang and
The Corvosphere
clan - one of the five richest families in the Corvosphere - the colonies, and the richest a little less rich - save for the
Zhui Xi was built as a luxury citadel in orbit around the icy Kalivan elite and the Starwaters shareholders, which of
planet of the same name in Meng Naixi VII. Then, the Gao- course includes the Gao-Yuezhi family.
Yuezhi moved on and sold most of the property, which was
given to the church of Kaliva as a donation by the family. In fact, Kaliva seems to be quite satisfied with the
By Corvo law, the church is not a corporate entity, so the Zhuixian culture, and He has explicitly blessed several of
142 Kalivans needed to strike a deal with a Megacorp to make the planet’s inhabitants by giving them lesser manifesta-
good into the transaction. Enter Starwaters - a subsidiary tions of His power. There’s also an unusual abundance of
of Nation’s Solution, of which, curiously, the Gao-Yuezhi are albino individuals - bluish-white Corvo, with bright blue
faith: core book
major shareholders - which became the Kalivan’s partner eyes - which the Kalivans have interpreted as a signal of
to register the property, and promptly built a prosperous Kaliva’s pleasure. These white Zhuixians, while enjoying no
industry based on the ice planet’s main resource: water. special status per se, are nonetheless treated like blessed
people.
By privatising the largest water source within the Cor-
vosphere, Starwaters turned Zhui Xi into one of the most
important colonies under Corvo rule, and all kinds of busi- THE KALIVAN CHURCH
nesses bloomed in the previously deserted, frigid world.
Millions of jobs were created for engineers and other spe- Although the actual rulers of Zhui Xi are Nation’s Solution,
cialists to man and oversee the costly water-processing Starwaters and the Gao-Yuezhi partners, the visible leaders
machines, and thousands of space habitats were built to of the colony - at least in a spiritual sense - are undoubtedly
house the new workers and cover their food, shelter and en- the priests and prophets of Kaliva. The top Kalivan officials
tertainment needs. By 1770 SA, Zhui Xi was a large colony, in the planet are a Triumvirate, formed by Prophet Gui,
filled to the brim with Corvo looking for new opportunities. Prophetess Xia and Prophetess Mei Shanguang. The three
priests are born orators, sharing the same Kalivan powers
Despite Starwater’s smooth move, which snatched the to sway and inspire the masses, and enjoy an uncanny
business of a lifetime from under the noses of the Kalivans, sense of the weaknesses in others, which they use to give
the Church’s representatives held on to their claim of own- them exactly the inner strength they need.
ership, and were given nominal rule over the colony - that is,
the right to invite and organise the people, as the Corvo rec- The Triumvirate are not official rulers, but their church
ognise no institutional leadership. However, these priests is quite wealthy from the Starwaters deal, and they enjoy
and prophets are charismatic and popular, and most of the all the privileges and luxurious lifestyle of the elite, beside
7 billion Zhuixians follow their faith and believe in them. their soulbender powers.
Currently, Zhui Xi looks like some fantasy world, with More than an authority figure, the Triumvirate play
floating cities, gyro-zhans and huge machinery orbiting a the part of celebrities; the general public is swayed by
mysterious crystal-ice landscape. their slightest public statement, and everyone follows
their private lives as closely as possible. There’s even a
digital reality show over the neuronet, where citizens may
connect to a live transmission of the Triumvirate’s daily
routine, enjoying everything from Xia and Gui’s philosophi-
cal debates and squabbles, to the moment when Mei Shan-
guang takes her daily purifying bath.
The Corvosphere
powerful. Foremost among these is Kanatos, the
Dark Wizard of Zhui Xi. MEEKI
Born Chong Du, a simple restaurant owner in a
middle-class district, the man who grew to become
Ledger 2 :: Lone Wolf
the Dark Wizard saw his life change forever when Level 2 :: Corvo :: Unpredictable
he started manifesting Ledger powers. His dark 143
mov. 5 metres :: weight 52 kg :: height 158 cm
ambitions and long-contained anger were beginning
7 9 1 0 6
17 SOUL 9 10 18 9 10
HIT INITIATIVE HIT GRAPPLE INITIATIVE
3 DRAIN 3 3 3 3 4
6 10 ATHLETIC 10 ATHLETIC 14 12
SURVIVAL CUNNING SURVIVAL
3 3 EVA 3 EVA 3 3
HIT GRAPPLE
(DEX)
3 (CON)
0 HIT
(DEX)
3 GRAPPLE
(CON)
0
Jester Ethereal
Instant. Suffer one neural damage and gain the effect of a joker. The Immortal Soul can fly and move through obstacles. If it is
Instant. Transfer any amount of physical damage to the Immortal not attacking or using an ability, it is immune to physical damage. Its
Soul as neural damage. It may exceed the immortal soul’s health. attacks ignore armour. Instant. It can cause 2 neural damage to the
Mortal Body to swap places with it.
Across the universe from Tiantang, and more than a full Megacorp intervention hasn’t been free of conflict,
AU from the closest Labyrinth exit, lies a silent planet with however, as several smaller businesses and cooperative
a thin atmosphere and fell weather, under the dim but re- guilds have resisted assimilation, and see the Megacorps
lentless light of a dying binary star. Only the most stubborn as unfair competition rather than benefactors. As of this
The Corvosphere
and resourceful species could have found a way to settle writing, Huangdì remains the only in the Corvosphere where
such a remote, forbidding place; the Corvo thrived on it. local businesses outnumber Megacorp offices. The Mega-
They call it Huangdì. corps are bound to eventually absorb and defeat all inde-
pendent companies, but they ‘sure ain’t going down easy’.
Huangdì is a typical Corvo colony - the perfect example
of the average Corvo outpost at the fringes of known space. Given the difficulties of Megacorp intervention and the
These outposts include brave settlements, remote mining long distance from Tiantang, the colony’s future is still 145
stations, military watch stations at Labyrinth entrances, uncertain as of this writing, but the people of Huangdì have
giving or withdrawing funds - the law is in the hands of local Sadly, gyro-vans remain a favourite prey of bandits and
mercenaries that answer directly to town councils. This raiders, and the Megacorps are not spurred to do anything
has made criminals quite bold, as the authorities are very about it, as they use air drops and digital transfers instead.
limited in their ability to control their activities. Thus, the only hope for little towns is the Gyro Guard.
After the introduction of Tiantang money into the A private mercenary group specialised in the escort and
146 planet’s economy, a few Huang criminals are joining more protection of Gyro-vans across Huangdì, the Gyro Guard is
organised syndicates and establishing legal businesses as the most elite and respected law organisation in the colony.
front for their activities. This has allowed them to buy and Paid not by big business but by the small towns that benefit
faith: core book
bribe law officers, which is less dangerous and more stra- from it, the Gyro Guard is also the most democratic police
tegically sound than engaging in plasma gun fights. Some force in the Corvosphere.
gangsters have even turned legit - at least in appearance
- and come under the employ of Megacorp representatives, Gyro Guard members are known as Gyro guards them-
which pretend not to know or help bury their new recruits’ selves. They all carry plasma pistols and rifles, and they
shady past in exchange for their expertise and commercial all ride custom gyro-bikes, specially built for the Huangdì
contacts in Huangdì. In short, even though most Huang are terrain. Gyro Guard teams are usually comprised of four
law-abiding citizens, crime in Huangdì is rampant when or five armed mercenaries, each riding his own bike along a
compared to almost every other entity in the Corvosphere, gyro-van, protecting it from potential attacks.
and maintaining a semblance of law and order in the colony
is an uphill battle. Being chosen for the Gyro Guard is an honour for merce-
naries of all social classes and backgrounds - and species.
The Gyro Guard is open to non-Corvo, and a few Humans
HUANGDÌ TOWNS and Raag have joined its ranks. The only requirements to
join the Gyro Guard are good character (proven honesty,
The only point of reference in the endless wastes that bravery and loyalty) and a steady hand (good fighting skills
make up most of the Huangdì landscape are the many and gyro-bike riding).
cities, ranches and towns that the Corvo have managed to
build near local water sources. These towns run the gamut The Gyro Guard firm, jointly owned by several Huangdì
from precarious farms to large ranches and from three- landlords, provides all its members with their weapons -
hovel hamlets to large cities, with an occasional high-tech usually two small pistols and a rifle - and gyro-bikes.
metropolis or two.
Many Gyro Guards die in the line of duty, but only
As towns are far apart and barely self-sufficient, cargo a few gyro-vans under their protection have ever
vehicles are vital for the survival of the Huangdì colony. Gy- failed to arrive safely. What this means is the Gyro
ro-vans - gyrocycles of unusual design, built to withstand Guard often needs to enlist independent contractors
the harsh local conditions - are used daily to transport for one-off jobs that require additional security,
goods and passengers across the long distance between a provided they meet their strict requirements.
The Corvosphere
GYRO GUARD ROAD RIDER
Teamplayer Mob
Level 2 :: Corvo :: Crafty Level 1 :: Corvo :: Reckless
147
mov. 10 metres :: weight 60 kg :: height 165 cm mov. 5 metres :: weight 52 kg :: height 155 cm
Kaive Doorkicker
Extended range: 300 metres, damage 3. Action. The attack doubles its base damage against char-
Shoot any grenade up to 50 metres. acters with armour 1 or less OR it ignores 1 point of
armour and gains one advantage in Standard Distance.
Instant. If he is aware of it happening, he can become When he performs an action against a Spent charac-
the target of an action that originally targeted a char- ter, he gains one advantage.
acter up to 2 metres away from him.
Unyielding Resolve
These guys are equipped with plasma pistols, rifles, and a Marauders abound in the Huangdì colony, and
pure and unadulterated pride in the task they perform. most are fully motorized riders that assault
loaded gyro-vans with restlessness.
EARTH other kin, perhaps because being near the savage Humans
forces them to mellow by comparison, but they are also
Planetary Type: Water world detached and professional. The needs of Corvo colonies on
Earth have required most Wu Rén to either be scientists,
Population: 100,000 (plus 2 billion Human)
xenobiologists, lab experts or explorers, or to come from
Day: 24 standard hours a family that practiced one of these trades at the time of
Culture: Survivalist tribal colonisation. As a result, Wu Rén tend to be more learned
Location: Sol system, position undisclosed and open-minded than the average Corvo.
Production: Manpower
While most Wu Rén simply run the local military or
Social Rank 2: Unequal and unsafe society research bases, many have fully adapted to life on Earth.
Economic Rank 2: Unstable, primitive economy, They have built their own homes and even cities - complete
save for Corvo havens with omnirings and gyrocycles - on the ruins of Human
Atmosphere: Breathable, toxic and polluted spots buildings. These Wu Rén still feel like expatriates, even
if they were actually born on Earth; Corvo sociologists
Earth was one of the first Corvo colonies. The Corvo theorise this is entirely due to the Human presence, which
found it only two years after the founding of New Quan, instinctively makes Corvo feel like outsiders, preventing
while exploring new Labyrinth exits. The Corvo’s first any lasting bonds with their adopted world.
impression of Humans - the Earth natives, which Corvo
call Guangdan - was that of a decadent, fallen and violent All three Megacorps have established business centers
species, living precariously on the radioactive ruins of a at various spots on Earth, and they oversee their interests
wasteland world. However, after first contact, the Corvo in every transaction between colonists and natives, just as
The Corvosphere
found that Humans had once formed a peaceful and they rule economic life in Tiantang or the other colonies.
sprawling civilisation, which simply nuked or polluted itself The Humans are not even aware of this, but the Megacorps
into disaster many years before the Corvo’s arrival. now own Earth too.
After they achieved peaceful contact with the Human, As for Humans, refer to document ZzI013-C, appendix IX,
which didn’t seem to care about their world anymore, the for details on their species and various cultures.
148 Corvo simply took possession of anything the Humans
were not using: wartime relics, ruined weapons, wrecked
buildings, unexploited resources - anything. The Humans EARTH AFTER THE WAR
faith: core book
In practice, this has turned out a bit like a farm, where the
THE PEOPLE Corvo are the farmers. As Human mercenaries are a high-
priced commodity in space thanks to their combat abilities,
Earthbound Corvo are less at home than other settlers, the Megacorps send resources and incentives for Humans
mainly because the planet’s natives are still occupying to settle down and procreate. All Corvo-given cities and
the area. However, they are slowly developing their own habitats are actually destined to Human well-being and
culture which they call Wu Rén. These Wu Rén Corvo are reproduction, just like a zoological reserve or livestock
slightly more peaceful and less competitive than their breeding centre. The Humans in these cities don’t complain,
as they are given complete freedom and a comfortable life-
style; however, many Humans from the wastes mistrust
these ‘glory cities’, as they are popularly known, and prefer
their free-ranging life in the wastes despite its dangers and
hardships.
EARTH CULTURES
As far as the Corvo have deduced, Earth used to have
separate nations and governments just like the Corvo did
before the Space Age, but it has now fallen into a leader-
less, survivalist culture, where the rule of the strongest is
the law. The Corvo don’t interfere with Human customs, but
they have done what they can to nudge Humans towards
a more proactive lifestyle, showing them the advantages
The Corvosphere
of free market over wanton violence, and healthy competi-
tion and corporate backstabbing over unproductive death
battles over territory.
VETERAN MERC
Lone Wolf
Some Earthlings refuse to leave their barbaric ways,
but many are gradually adopting the more civilised Corvo Level 2 :: Human :: Cautious
lifestyle, although officially they retain their independence. 149
mov. 5 metres :: weight 78 kg :: height 185 cm
150
faith: core book
MINING PLANETS All Kuàng tái are paid for by one of the Megacorps. More
than 80% belong to The Union, but even those not owned
Population: 60 billion total, mode under one billion by them contribute to their business: law requires outposts
to have a security foce and every authorised mercenary
Culture: Industrial
outfit works for a company owned by the Union anyways.
Production: Raw materials
Social Rank 3: Low to average quality of life, lim-
ited livelihood options TAI MENG
Economic Rank 3: All residents are employed by
off-world corps The greatest Kuàng tái after the Xulong Megastat, Tai
Meng was built around the largest Jiu mineral yield found
Other than the colonies listed in this chapter, and a few outside of Quanjie. Tai Meng alone provides nearly 70% of
precarious settlements resembling Huangdì, the rest of the the power and fuel required for Tiantang’s Quantum engines
Corvosphere is made up of mining posts, called Kuàng tái. to operate, which makes it arguably the most important
place in the whole Corvosphere after Tiantang itself.
These posts vary from single-mine sites in remote min-
eral-rich worlds to huge space stations extracting minerals As is widely known, Tai Meng was the scenario of the
from asteroid rings or entire star systems, some of them infamous Tai Meng revolt that ultimately forced the Mega-
almost as large as Xulong or even a Tiantang sector. The corps to create the EEP for fair trade between colonies.
smallest Kuàng tái are staffed by a few dozen people; the
largest employ hundreds of millions. The size of a Kuàng
tái, the resources it requires, and how many workers it HUNG 10-B
employs depends on the size and yield of the mineral field.
Hung 10-B is a mining colony covering almost all the
A typical Kuàng tái consists of an orbiting station with surface of the small moon of the same name, which was
the appropriate machinery (mineral drills, extraction plat- found to contain thousands of different precious minerals
forms and so on), plus a ground facility where possible, for yields. This makes Hung 10-B a treasure world and one of
closer exploration and support of the operation. the richest planets in the Corvosphere.
DEALING DAMAGE COVER
Dealing damage is calculated in four steps: A character is considered behind cover when at
least half of his body is not within line of sight of the
1.
Calculate the base damage: Base damage is deter- attacker. When you attack at a target behind cover,
mined by the weapon, NPC or alternative source of you suffer one disadvantage.
damage.
Additionally, cover might provide armour against
2. Calculate the modified base damage: Apply armour regular successes. It is up to the GM to determine
and other effects that affect base damage. If it is not the amount of armour provided by each material,
specified, effects always modify the base damage if any (i.e. light wooden materials might not provide
by default. any, bricks or soft metal sheets can provide 1, high
quality wood or strong metal 2, etc).
3. Calculate the final damage applying the appropriate
level of success. Decisive and critical successes
multiply the modified base damage. HEALTH STATES
4. Calculate the modified final damage: The final Depending on the amount of damage a character has
The Characters - General Rules
damage may be further modified by certain powers, suffered, he can be in three different health states or even
abilities and gear that specifically affect final dead.
damage.
NORMAL
E.g. Jon attacks with his ERE sword using its
Explosive Reactive Edge activated effect, which The health state of a character is normal for as long as he
increases his base damage by 2. His target has is not affected by any of the following states.
armour 2 and is protected by a Divine Shield of Faith
2. Jon achieves a decisive success. His BLEEDING OUT
weapon’s base damage is 3 + 2 from
342 its activated effect, but it’s reduced A character is bleeding out when his physical health is
by 2 by his opponent’s armour, for below 0. Characters cannot perform actions nor engage
a total base damage of 3. The final in confrontations while Bleeding Out. During each main-
faith: core book
damage value is 6 after doubling tenance phase, a bleeding out character will suffer one
it thanks to the decisive success, unpreventable physical damage.
and the Divine Shield protecting
his opponent reduces the final NPCs will generally ignore characters who are Bleeding
damage by 2, for a modified final Out until they have taken care of all other threats.
damage of 4.
TRAUMATISED
A character is traumatised when his neural health is
ARMOUR below 0. The character is unconscious and will not regain
consciousness until his neural health is 0 or above. Char-
Some pieces of equipment acters can recover neural damage points by medical
and other effects provide attention.
their users with an armour
value. Whenever the character DYING
is about to receive physical
or neural damage from an If a character is bleeding out and traumatised at the
external source, subtract its same time, he dies automatically. If at the end of a scene
armour from the base damage. a character is bleeding out and he has not received medical
attention from a First Aid action, he dies.
UNPREVENTABLE
A character can also die of starvation, exposure to the
DAMAGE
vacuum of space, drowning, excessive mutilation, etc.
Unpreventable damage cannot The effects of these possibilities are left for the GM to
be reduced, cancelled, or prevented determine.
in any way.
SUPPRESSIVE FIRE Additionally, hitting actions can use one of the
following effects.
Firearms only. When performing this action,
characters designate a small area, like a door or Block
a window, as a target. Suppressive Fire allows the
character to confront anyone performing actions Activated. It can only be used as a counteraction
within the designated area with a passive Shooting against CQC actions. Gain one advantage and if you
action. All passive Shooting actions after the first are successful you will make your opponent’s action
during the same Round will suffer a disadvantage. fail as usual, but your action won’t deal damage.
Its effect lasts until the weapon runs out of ammo,
or the character performs a different action, or Mighty Strike
decides to stop it. Suppressive Fire spends one of
ammunition per Initiative Round, regardless of the Activated. Suffer one disadvantage and increase
number of Shooting actions it ends up performing. the base damage of your attack by one.
If you are not wielding a weapon, you must choose to CRITICAL EFFECTS
cause either neural or physical damage when declaring
the action. If successful, you will deal as many points of The most common critical effect when hitting would be
damage as your Constitution. Choosing to inflict neural to triple the damage you deal, but you can use other nar-
damage represents you are trying to knock out your enemy, rative options: Disarming an opponent, taking him prisoner,
whereas physical damage represents you are trying to deal or knocking him unconscious. Any of these options must be
lethal damage. accepted by the GM.
If you are wielding a weapon, successful attacks will Critical effects when grappling may include choking your
cause the amount of damage listed in the weapon’s de- opponent and dealing as much neural damage as deter-
scription. Unless otherwise specified, the damage of a CQC mined by the GM every round he remains grappled, dislo-
weapon is physical damage. Improvised weapons will cause cating a joint to grant him a disadvantage towards certain
damage and/or give advantages to attacks as determined actions. It is up to the GM to accept or suggest additional
by the GM. effects for your action.
HACKING tion can be accessed in one turn, reading and understanding
it will take longer.
Almost always used
with Link when using The amount of information a hacker finds will greatly
software, or with depend on the target he chooses to access. In FAITH, in-
Mind when figuring formation travels between star systems in huge server
out possibilities or ships. Therefore, available information depends greatly on
implications. location, as it takes time to spread throughout the galaxies.
It is very important for the GM to consider what is best for
Hacking allows characters the story when deciding how much information to reveal.
to disable or gain access to hackable For example, the networks of mining planets are usually
devices, and to stop other hackers from set up for the purpose of allowing workers to communicate
affecting their own devices. Only devices with each other; there is very little information available
with Firewall are considered hackable (i.e. consider to them. However, the networks of large cities or business
that all electronic devices have some kind of Firewall as districts contain a lot of information about the companies
determined by the GM). that operate there, amongst many other interesting things.
◊ It is connected to the same network as the hacker. Virus: The device will suffer one disadvantage
346 until cleansed. When a character tries to cleanse it,
◊ It is within LinkWave range of the hacker’s rig. the device’s Firewall will confront them.
faith: core book
Monthly earnings: 0 credits. A Working class character must work on their job forty
hours a week to maintain their lifestyle. If they lose their
An Indigent character must “work” (begging, stealing, job and do not find another within three months, their life-
dealing drugs, looking through garbage for scraps, etc.) style will be reduced to Poor.
sixty hours per week to survive. If they stop “working”
and do not find a comparable or better occupation within a They can afford decent clothing and food, collective
month, they will die of starvation. transport fares, occasional private transportation, rent in a
Playing in the Corvosphere
The Bio or Tech Upgrades a Well off character can gain E.g. Wilfredo’s character Xiang owns a spaceship
per session are only limited by their experience points. and he wants to hire a crew to go out on adventure,
discover alien planets, and amass a little fortune.
DATA STORAGE
6 points. This expansion will allow you to store and
access any information that was available to you the last
time you had access to the internet as if you were still con-
nected. The information will not update until you reconnect
to the internet.
DOUBLE JACK
The Characters - Upgrades
DRONE STATION
9 points. You can perform the action Issue command
(Technical) as an activated effect.
MED-INJECTOR
6 points. It can be loaded with any injectables that you
have. Designate a friendly character to control the injector.
While you are within 50 meters, he can use it to administer
any of the loaded injectables as an instant (he must still
confront a TSE if the injectable requires it).
NEURAL LIBRARY
9 points. Activated. If you spend one hour connected to
the net and resting, you can download a neural map for a
given Skill. Choose a Skill to have its value become 2/4/6
depending on your Mind until you stop this ability or become
traumatised or bleeding out. No talents are allowed for
skills gained this way. You cannot spend experience on a
Skill that is being affected by this.
“What kind of job is that? What exactly do you take care “I haven’t seen any stores. Where do you buy stuff?” The
of?”, asked the one identified by his scanner as a female - Corvo named Ling Mang asked the questions.
Jabir simply believed it; for him, all Corvo looked like clones.
“On the Idealab store.”
“I walk around the city and report things that are not
working properly. I talk to people who need to talk to “Do you have to buy everything online?”
someone. I hear people’s complaints and register them
with the city council. I also help lost tourists — usually other “Yes, it’s more efficient that way”.
Iz’kal, but we treat everyone equally here”.
“Yes, but a completely digital market reduces sales. The
The Corvo were surprised, but their translator software real estate, staff, and distribution expenses associated
was probably reassuring them that the chances of finding with well positioned physical stores is well worth it…” He
a thief in the State were close to nil, and started looking stopped talking. He seemed to be getting some info from his
more at ease. computer. “Right, you guys don’t really care about sales.”
“Does this job have a name?” “The less stuff there is, the more efficient our world is”,
Jabir answered, which made their jaws drop.
“I am a city carer.”
Later on, they asked him, “So, if all you do is walk around
Their eyes lost focus for a second as they searched their and help around, which, erm, seems very useful and all,
databases for info about such a job. When they read it was but… Well, what does a doctor think of getting paid as much
a common job they seem relieved, and also curious: “Do as you are?”
you really pick up the rubbish from the streets in those
clothes?” “I guess the doctor is happy for me.”
The Iz’kal
“There is not that much rubbish in our streets, we mostly “But…”
clean the dust and… Well, I don’t actually do it myself, the
robots do. I take care of the city in general, however I see “Look, being able to get things does not matter. Doctors
fit. I walk around and report things”. want to help others, and to feel appreciated. Also, most 159
doctors are actually robots, and thus don’t really want
“Not really. Let’s get going and I’ll tell you all about it”. The Corvo were not convinced by Jabir’s explanation.
However, they did not ask any more questions about it.
The Corvo agreed and walked with him. They were more They found it obvious that Jabir would not complain about
interested in finding out about his job and how much he got the situation, and they thought they ought to ask a doctor
paid (Jabir’s translator had trouble getting the meaning instead.
across, as nobody in the State is really “paid”) than in his
explanations of the historical city. The Corvo seemed to enjoy their time with Jabir, and were
very enthusiastic about what they had seen - although he
Jabir ended up spending the whole day with them. He took sensed some condescence in their comments, as if they
them to the most interesting places, including the best lial talked about how wonderfully smart their pet was because
shop and his favourite restaurant. They especially enjoyed it could open the door by itself.
places that gave away free samples and took more than
they needed with them, and by the end of the day their Jabir led them back at the majmoa that was hosting them.
pockets were stuffed. He also told them about his life and They tried to pay him for his services that day, but Jabir had
his job, and they were captivated by everything they had no interest in their stuff - he had too many things already.
learnt about the Iz’kal on that day. Plus, Corvo credits weren’t really useful in the State.
They walked really fast, which was quite exhausting, and Jabir arrived home to his partners and told them all about
kept asking Jabir whether he truly did not need to be some- his new acquaintances. He explained he found them to be
where else. They failed to understand how someone could very nice people with interesting ideas, and suggested they
spend the entire day showing strangers around for free. invite them over to their majmoa. They all agreed.
Jabir found them fascinating. They told him about their They all also agreed it was a shame that the Corvo as a
lives, their work, their status, and about what was new in species ought to be exterminated. Sadly, paradise comes
the Corvosphere. They were very careful not to talk about at a high price.
the ongoing conflict between their nations, and Jabir was
happy to avoid the subject.
THE IZ’KAL SPECIES
“Iz’kal society is so surprisingly different from
ours that half of what I say about them has NATURE AND
to address what they don’t have or don’t do -
stuff that seems so normal to us that if I omit BEHAVIOUR
it you’d assume they have it too.”
“They live long and healthy lives, yet they do
- Extract from “A characterless society” by not own them. They are more spectators than
Gong Cixi, Corvo xenoscientist participants. They know not of pain, yet they
barely understand pleasure. They do not know
The Iz’kal are a species of amphibious humanoids with of the grey scale in things, nor of black and
an organised, strict society and a strong communal mind. white - they have only seen white and their
They are telepathic, able to communicate among them- stares are just that: blank, white, and bored
selves without words, and live in a cooperative, egalitarian looks of the walking dead.”
society; thus they are a collective both by genetic predispo-
sition and by political rule. - Xeon Magno, main shareholder of The Union,
after his visit to Erthum
The Iz’kal State is the largest, strongest political block
in the universe - a technified, leaderless government of The Iz’kal are a gregarious and proud people, as peaceful
billions of people that police each other through a tel- as they are mistrustful of other species. They live in large,
epathic connection. This connection, which the Iz’kal call silent, technified cities that seem paradises of organisation
The Iz’kal Species
the Hyperlink, is the most important trait of the species, and coexistence.
and serves both to maintain communication between Iz’kal
and to facilitate their bureaucratic, absolutist civilisation. Iz’kal are very honest and straightforward, and instinc-
tively helpful; this is why they tend to be wary of non-Iz’kal,
160
faith: core book
Thus the Iz’kal gave themselves vocal cords - which they which allow for night vision and are well protected against
originally lacked - to be able to speak, specialised digestive dust and smoke.
systems and activity cycles to adapt to the day length and
available nutrients of the planets they inhabit, and so on. Shajara Iz’kal are also called Tree Iz’kal because of their
wide, stubby legs, knobby skins and thick muscles. They
The Iz’kal’s ability to genetically alter themselves guar- were created to withstand high pressure and gravity, and
antees that there are a lot of different Iz’kal subspecies, are far stronger - if somewhat slower - than common Iz’kal.
depending on the type of environment they live in.
COMMUNICATION
IZ’KAL SUBSPECIES AND LANGUAGE
Thanks to genetic modification, the Iz’kal have devel- “When teaching, there is always some informa-
oped different strains of their own species, adapted to tion gap between what is taught and what is
the various planetary environments they colonise. While learned. There are thousands of reasons for
specific ground and atmospheric conditions almost require such gaps. To me, the size of this gap is the
a different Iz’kal subspecies for every colonised planet, most important indicator of how advanced a
they can be roughly classified into six major groups: society is.”
Waha’i Iz’kal, virtually always called simply Iz’kal, are - Extract from the talk by Zainab Haddad, Iz’kal
the unmodified breed of their species. As their evolutionary behavioural engineer, at the “Understanding
The Iz’kal Species
Other than that, any Iz’kal can - and often will - have
several Hyperlinks open at the same time, and turn them
on and off depending on his needs.
2
ability to connect through Hyperlink altogether. Before the
4 5 1 8 Iz’kal modified themselves into having a spoken language,
this meant not being able to share their thoughts and
feelings with another person again. It was the ultimate iso-
PHYSICAL 8 INITIATIVE 6 MENTAL 7
STAT 3 STAT 3 STAT 2 lation. Such individuals slowly lose the will to live until they
die of loneliness and deprivation.
HIT GRAPPLE
(DEX)
3+ (CON)
2 ++ The very few Iz’kal that manage to survive without a
Hyperlink become voidwalkers.
Savak Blade
Besides their inability to enter Hyperlink, a voidwalker is
It ignores 1 point of armour. different from all other Iz’kal because of the changes that
take place in his organism. A voidwalker’s iz organ changes
all the way down to the genetic structure; now, instead
of an open channel to connect to other Iz’kal, it becomes
closed to neural transmissions. This helps the Iz’kal deal
Ki Suit
with the mental isolation, which is probably the reason
Activated. He gains two advantages towards agility why the species developed this trait; however, it has a very
actions OR moves at twice his normal speed. important side effect.
TECHNOCRATS outsider can only tell everyone’s talking by the fact that
they are standing close together and vaguely looking in
each other’s general direction. Sometimes their Iz tentacles
wave and sway as they talk, but there’s no other percepti-
The Iz’kal have no single governing body, yet their gov- ble indicator that two Iz’kal are talking.
ernment is one of the strictest and most constraining in
history. The Iz’kal State governs itself by a form of abso- Spoken conversation among Iz’kal is frowned upon, and
lutist democracy, where each citizen has the same level speech is mostly reserved to interaction with aliens; even
authority and responsibility over the species’ welfare as a in these cases, however, the speaking Iz’kal can maintain
whole. several active Hyperlinks at the same time as they talk, and
it’s not uncommon for an Iz’kal talking to an alien to revert
Government activities include technology creation, law to Hyperlink on reflex.
proposals, diplomatic decisions and resource allocation.
All of these decisions are taken by as many Iz’kal as want
to take part in the process, first at a neighbourhood level, PEER PRESSURE
then city-wide, then planet-wide, then all across the State.
There are no boss-employee relationships, nor leader
Any citizen that takes an active part in State legislation and follower, as everything in Iz’kal society is egalitarian
or industrial research and development is called a techno- and collaborative. Despite that, social pressure is strong
crat, which is an honorary, official title given to every State and if the majority within one’s social group requires a
citizen. There’s no separation between a technocrat and certain task, one is expected to put aside their personal
common citizens - most Iz’kal citizens are technocrats as needs and perform it. Of course, strong laws defending
long as they work for the benefit of their society, and thus personal dignity and life are in place to avoid abuse of
they are all part of the Iz’kal governing body. They are all individuals by the group, which seems to be the largest
the rulers of the State. problem in Iz’kal society.
MAJMOAS majmoa he will be born into. While this practice might seem
strange, Iz’kal see no problem with it and everyone in the
majmoa will behave as caring fathers and mothers to this
The Iz’kal basic social unit is the majmoa, which in their new child.
society fulfils the role of family, marriage, intimate rela-
tionship, friend clique and neighbour community, all rolled
into one. All Iz’kal societies that have been studied through- EDUCATION
out history have had group relationships similar to the
Majmoa, even before genetic manipulation and the Korian. “When an Iz’kal is born, she has around a dozen
parents. When she goes on to study, the choic-
A majmoa is a group of three to twenty Iz’kal of both es of subject, location, and ways are already
genders, which support, commit and profess loyalty and made for her. When she begins to work, she will
faithful love to each other. Members of a majmoa may face hundreds of experts parenting her. When
or may not engage in sexual activity with each other, but she goes to choose the colours of her home,
they very rarely do it outside their majmoa. Members of a she has experts making the choice for her. The
majmoa are very close, sharing all their experiences and State treats its citizens like children for their
emotions through Hyperlink and devoting themselves to whole life. The Iz’kal have yet to reach the ma-
each other. Each majmoa shares a house and any child born turity of their society.”
to one of its members is considered the child of the whole
group. - Feng Wang, Corvo politician and businessman
The Iz’kal are mammals and, while female and male Schools are organised by subject and social relevance
168 members have different physiologies, their social struc- - for example, medicine is seen as more relevant than en-
ture does not enforce differences between them. gineering, which is more relevant than philosophy, which in
turn is more relevant than physical disciplines, which take
faith: core book
Reproduction is controlled by the State; for an Iz’kal precedence over performing arts, and so on.
female to get pregnant, she needs State authorisation - the
Iz’kal have modified their genes so as to be incapable of re- The Iz’kal revere knowledge in all its forms, and there
production without medical aid. Only in special cases, most are schools on every subject imaginable, from sciences and
often when a group of colonists is sent to a new planet, is arts to technology and social disciplines, from physical ac-
an Iz’kal natural reproductive physiology restored to allow tivities to military tactics; whatever there is to learn about
her to have children without State intervention. anything, the State probably provides it.
Bringing a new child to the Universe requires State However, no Iz’kal is allowed to pick what he wants to
approval to keep the population levels low enough to study; an Iz’kal’s predisposition for a particular activity
maintain the extremely high quality of life the Iz’kal are is chosen at birth, and then the State assigns the older
known for. When a majmoa wishes to have a new child, children to a school of the trade they show a better aptitude
they can apply to the State, and if they meet all the re- for Since genetic modification at birth includes brain dispo-
quirements, they will be granted permission. It is up to the sition as well, most Iz’kal are happy with the choices made
majmoa to choose which among the willing females will be for them; a few are not, but they are taught to bear it and
impregnated with the baby. This is one of the few instances comply with social needs.
where individual choices are allowed and not frowned upon
by Iz’kal society.
HYPER SCHOOLS
The baby himself is genetically designed in a laboratory,
following the highest standards to ensure that the new Hyper schools are one of the most open-minded inven-
specimen is as healthy as possible and improves the genetic tions of the Iz’kal, and when they were proposed many
diversity of the Iz’kal species - an effective, controlled Iz’kal suggested they were a decadent and even dangerous
defence against epidemics or other similar threats. The idea. In time, however, they proved to be a marvellous way
State also reserves the right to switch newborns between to share knowledge, which has done far more for Iz’kal
two majmoas if either baby is more suitable for the other education than the traditional school system.
group. This can very well mean that the baby might not
share any genetic traits with any of the members of the
Hyper schools are specialised forums open to the
general public, where respected scholars and specialists in VISITORS
all areas of knowledge engage in Hyperlink with visitors, to
share their knowledge and recent discoveries. They are not
meant to replace the traditional learning system, but often Immigrants to the Iz’kal State have a hard time being
surpass it as information and learning centres, keeping accepted as citizens, and even casual visitors have to go
the population up-to-date with recent breakthroughs and through a strict background check to protect the Iz’kal
in tune with the current state of science, technology and against Corvo espionage - simply because the Iz’kal are
society. afraid of outsiders.
As Hyperlink doesn’t depend on having listened to a Conversely, once a tourist is allowed into an Iz’kal city, he
conversation from the beginning, and updates can be given is very well-treated; the Iz’kal are nice and caring, although
automatically at the speed of thought, any Iz’kal can enter they won’t hide their reservations towards members of
a Hyper school and attend a lecture at any moment, and other species. After the Iz’kal encountered the Corvo and
leave at any moment too. This is why the efficiency of Humans, they started building special facilities to hold and
Hyper school learning is so hard to understand to verbal- house non-Iz’kal tourists; these ‘special neighbourhoods’
language species, but it remains an unsurpassed means of are intended to separate the aliens from Iz’kal daily life, but
acquiring new knowledge. don’t have restricted access - once allowed to enter, any
tourist can leave and go anywhere as long as he respects
Iz’kal laws.
Nadia continues to play her part in the great Iz’kal people spend their whole lives working at the job
schemes of her species. She is willing to do what that best suits their genetic makeup, regardless of their
needs to be done, whether it’s seducing and killing, personal interest in it, although personal interest usually
or performing mindless paperwork. Her life is what implies better results and the Iz’kal are generally very sat-
it should be: nothing less, and nothing more. isfied with their roles. After all, they see themselves as an
extension of the society as a whole and are mostly willing
to sacrifice any personal agenda for the good of all.
The majority of Iz’kal work in the scientific, technologi- clothes, can be acquired for as long as one lives, as it would
cal, sociological, or entertainment fields, as most physical be inefficient to transport them between houses while they
labour is performed by machines. Physical activities are are not being used. Thus, majmoas improve the usage ratio
encouraged and required for all citizens, but they are rarely of most appliances and other household goods.
present as part of the entity’s economic workforce. Most
Iz’kal are therefore engineers, poets, writers, scientists, Whenever an Iz’kal wants to acquire a product, from
musicians, dancers, actors or philosophers. All of their a nail to a house, he uses his ID to place a request on the
work is shared freely, to be used, manipulated, improved, Central of Resources, which is a digital, State-wide system
and shared by everyone else. of item ordering and acquisition. The Central of Resources
then puts the Iz’kal on the waiting list for that item. This
As there is a direct link between the citizens and the can also be done in person, going to the nearest Central
production of goods without a trade or monetary exchange of Resources office. An Iz’kal’s place on the waiting list is
in between or any possible personal gain, all new policy based on how much the person requesting the item needs
considerations are based on the new product’s utility, and it when compared to others. If the system decides that you
there is no planned obsolescence or any kind of market don’t need an item, you won’t be able to get it even if you’re
resistance to new products that might put old products out the only one on the waiting list.
of business.
How fast the waiting list moves depends on how fast
the item is produced, which in turn depends on that item’s
PROPERTY AND POSSESSION relevance and the current needs of the society. Necessary
items, such as food, are usually acquired at the moment of
“For a person to be truly able to express all of the request, and the citizen is then pushed back a reason-
The Iz’kal Society
his potential and to feel as empowered and im- able amount of time on the waiting list before being able to
portant as he deserves, he must have to work request it again.
for it. It is society’s duty to create a booming
economy so everyone has the space to make Some items are produced on request and delivered fol-
something of themselves.” lowing the waiting list. 3D printing technologies and mallea-
ble polymers allow each citizen to build what he personally
- Zhong, speaker of the Kal cult, a group of Ka-
170 needs, accessing the best designs available in the system
liva followers
or creating his own. Each citizen receives a given amount of
raw materials for these uses depending on the availability
faith: core book
The Iz’kal have no currency. In fact, the very concept of of resources, and must make do until more is available,
currency is a difficult one to grasp for most Iz’kal. Although reusing what he has if he wants to create something new,
it is known that Iz’kal societies previous to the Korian did or giving it to someone else when he doesn’t have use for
use it, after the Uprising they created a way to live without it anymore.
private property, and no living Iz’kal remembers any other
kind of organisation. A citizen that creates or builds technology designs
through the system is cooperating with the State and thus
How individuals get the usage rights of an item depends with Iz’kal society as a whole, and considered a technocrat.
on a system of waiting lists. While some items are consum-
able (such as food) and therefore cannot be given back, SHIP PROPERTY
most other items are acquired for a given time period,
depending on their use. Public transport is by far the most common form of
transportation, but other types of vehicles can also be
Each Iz’kal is imprinted with a unique ID onto their genome requested when time is of the essence or when travel-
during conception. Through this ID, the system can access ling to rare locations. When in need of a vehicle, an Iz’kal
all relevant information about a citizen, such as his place must submit a request to the system, which will determine
of birth, job, hobbies, relationships, and the complete list whether it is a reasonable request, and if so, which vehicle
of items and services he has ever used or requested. All is the most adequate for the journey. Once the journey is
this information is taken into account when an Iz’kal citizen finished, the vehicle will be returned and made available for
wants to obtain an item or property, and complex algo- someone else.
rithms are used to place him on the waiting list for that
object or service. RECYCLING
Things are always in use by someone. As soon as an Iz’kal The Iz’kal are a very eco-friendly and minimalistic species
stops using an item, he hands it over to the next person with a deep interest in preserving their natural resources.
who needs it. Some items are only available at specific They strive to create items meant to last, and to be
locations, and anyone who wants to use them has to go to upgraded instead of replaced when possible. So, while it
those locations. Other items, such as house appliances or is possible for an Iz’kal to request a copy of every existing
item, the central service of resources will take this into doesn’t need. This keeps the waiting list processes stream-
account and the delivery of items deemed unnecessary by lined and fairly fast.
the system could be postponed for so long that the Iz’kal
dies before having access to the requested item. ACCESS TO GOODS
Asking for an update or a repair on an existing item is In rare times of a scarcity of resources, such as droughts
usually faster than requesting a new one, and while there and wars, first necessity items are rationed and given spar-
is also a waiting list for this, it is favoured by the system as ingly to extend their availability. Priority will be given to
it saves resources. those citizens that are most valuable to the preservation of
the species, as determined by the system.
Iz’kal frown upon excessive waste and material needs,
sometimes avoiding Hyperlinks with those interested in Iz’kal streets have almost no stores, and most items are
such things. There is a strong social pressure to behave in a purchased from the Central of Resources website or built
respectful and conservative manner towards the resourc- at home. In contrast to the Corvo, for whom shopping is one
es of all, and it is rare for an Iz’kal to request something he of the most pleasant activities and a sign of social status,
doesn’t actually need. The absence of any kind of market- most Iz’kal consider the acquisition of items an undesirable
ing in the entire State also contributes to this behaviour, necessity and will only do so when they must.
since there is no reason for an Iz’kal to desire something he
The State is the concept around which the Iz’kal society WHAT IS THE STATE
is organised.
The State is controlled by each and every Iz’kal citizen in The State is also the idea that incorporates everything 173
the universe, with every inhabitant of every city and colony Iz’kal related, from their society and culture to their gov-
happens almost instantly thanks to a highly mobile labour build his own motion upon a proposed system, or perhaps
force, and primary and secondary sectors based almost request that the team already working on it takes into con-
entirely on automated machinery. sideration some variable or idea the technocrat has come
up with.
THE SAVAK
The Savak - the closest there is to an Iz’kal police force -
is an elite militia composed of voidwalkers, Iz’kal who have
lost their ability to enter Hyperlink and have undergone an
important physical and mental transformation.
The Savak are taught to forget and cut all ties with their
past life; their individuality is erased even more thoroughly
than that of the average Iz’kal, and they are given a single
purpose in life: to defend the State. 175
Although many Iz’kal fear the rigid moral code and lack of
empathy of the Savak, most citizens accept their existence
and agree that this is the best life for those that have lost
their purpose. There is some risk of Savak soldiers abusing
their power, but no one else is willing to fight the wars that
the State must fight for the survival of all.
THE STATE
DEFENCE FORCE
Despite its peacefulness, cohesion and organisation,
the State does need a military. Millions of men and women
serve in the Iz’kal army, officially called the State Defence
Force, or SDF.
The SDF includes army, navy, and air force troops for
planetside combat, and a mighty space fleet to protect the
The Iz’kal Law and Crime
2 2
4 5 1 8 3 4 1 8
Decognitator Nobrainer
Neural weapon (It deals neural or ACS damage and Neural weapon (It deals neural or ACS damage and
ignores armour). ignores armour).
Characters further than 20 metres away from him His armour value cannot be reduced or ignored by
suffer one disadvantage towards actions against him plasma or neural weapons.
that require line of sight. Ghost.
Bulwark
If you’ve lost everything that matters, the State can Even lowly police officers of the State can be fast and furious
provide you a suitable occupation. Defend it against when needed. Try to behave yourselves around them.
internal and external threats, join the Savak force!
State against alien threats and to aid in the colonisation of citizens, in matters of war and defence of the State against
wild territories. foreign threats.
The fact that the Iz’kal - a mostly peaceful, non-expan- The identities of TDS members are not known by the
sive society - have such large and mighty armed forces, is general public, but they are constantly Hyperlinked among
a paradox to many xenoscientists, and even sociologists themselves, making tactical decisions critical to the entire
within the State itself. One possible explanation is that the State at the speed of thought.
Iz’kal still haven’t forgotten the horror of their centuries
of slavery under the Korian, and remain on their guard by If one of the TDS dies, he is not replaced unless another
sheer racial memory. Another possibility is that their long citizen has achieved - by combat experience or military
time as Korian slaves altered their genes, giving them some training - the same level of military ability, as judged by the
tendency towards violence; proponents of this theory Idealab system.
suggest that, were it not for the Hyperlink, their egalitarian
society and their natural empathy, the Iz’kal would have The TDS oversees the Iz’kal troops sent to serve at the
become a very warlike species - as proven by the Voidwalk- Corvo-Iz’kal military coalition, but it’s acknowledged as
ers, who become killing machines almost as soon as they little more than an advisory body, whose decisions cannot
are cut off from the rest of society. override those taken by the Coalition’s own (and species-
mixed) High Command. This has led to many frictions
The SDF follows the same rules as the rest of Iz’kal between the Coalition and the TDS, which feel they are
society - military designs, campaign tactics and rank or- losing their authority and ability to take part in the Ravager
THE TECHNOCRAT to live your life. Take a step, raise your arm in
the air, and claim your freedom. You are an in-
DEFENCE STAFF dividual, not a gear of the State. Stand up. It is
the time of change.”
and join the Corvosphere as a Corvo colony. The Guanchang her squadron, with orders to bring her back dead or
admire the Corvo system and the individual freedom they alive - Honcho wants in on the reward.
enjoy; rather than being impressed by riches or luxuries,
they want to achieve independence from social pressure If someone helped this undercover gangster,
and live as a sovereign state. they could partake on a huge reward from the
Megacorps or the Tongs; conversely, if they found
The Megacorps have already announced the Guanchang Gh’orb and saved her in time to help her join the
would be welcome to join the Corvosphere, even promising Human Front, both Sada Thamp and Commander
them sanctuary at Tiantang - at reasonably low prices - but DeFort could feel very grateful towards such a
the overwhelming majority of Iz’kal Technocrats voted person or crew.
against the Guanchang’s secession. The point is, that is
exactly why the Guanchang wants to secede - they don’t
want to have to ask anyone else. But they have to keep their FRINGE CRIME
attempts diplomatic, lest the Savak go after them.
Iz’kal space pirates, bandits and gangsters are not
Meanwhile, the Guanchang tries to sway public opinion considered part of the State, although they try to affect
so that other Technocrats vote for their secession; the it. These criminals are not much of a threat to the State,
problem is, the State fears that if the Guanchang is allowed as they are quite rare; they have no real goals other than
to leave the State, soon other splinter groups would feel wreaking havoc at the State’s borders, and the Savak fight
empowered to leave as well, which could mean the collapse them ferociously - and effectively - at every turn. Very
of the State in certain entities. Currently, the negotiations few fringe criminals survive more than a few months in
are deadlocked - but neither side is above hiring freelance or against the State, but those that do briefly become folk
‘troubleshooters’ to ‘take care’ of their opponents to tip the legends… or rather, nightmares.
vote in their favour.
The Iz’kal Law and Crime
SMUGGLER GH’ORB
Space Affinity Vexale 2
Level 1 :: Iz’kal :: Crafty Level 2 :: Iz’kal :: Crafty
179
mov. 5 metres :: weight 62 kg :: height 165 cm mov. 10 metres :: weight 68 kg :: height 175 cm
3 3 0 - 3 5 2 8
She gains one advantage towards hiding and search- The attack doubles its base damage against char-
ing actions. acters with armour 1 or less OR it ignores 1 point of
armour and gains one advantage in Standard Distance.
Gh’Orb’s Suit
In a universe with so many planets, colonies Gh’Orb deserted the Iz’kal State to, of all things, help
and uncharted worlds, smugglers fulfil an im- Humanity reach independence. Now she’s trying to reach
portant task of intercultural pollination. the Human Front while avoiding her newly created enemies.
THE IFF COUNTER-RECRUITMENT
There’s an ongoing operation to counter the IFF’s
The IFF, or ‘Iz’kal insidious recruiting tactics with a bit of subterfuge
Freedom Federation’, is the from the State itself. The Savak and State authori-
most violent organisation ties are sending young agents to known IFF haunts,
ever known or created by posing for suitable candidates. When IFF recruiters
the Iz’kal, and the greatest approach them, they pretend to be interested so as
threat to State stabil- to be taken to the first meetings; if they confirm the
ity save for the Ravager operation is indeed backed by the IFF, they call in
invasion. Led by the K’aril the Savak to dismantle it. So far, several dozen IFF
Kahil order, a group of recruiters have been found and arrested with this
Kalivan radicals, the IFF is the longest-lasting terrorist method - but many agents have died as well.
group in the history of the State, having resisted attempts
to quell it for more than 100 standard years now. Despite Since Savak agents cannot pass as normal Iz’kal
long periods of inactivity, the IFF always rises again - with youths - as they can easily be detected by their in-
a bombing here or a kidnapping there - to remind the Iz’kal ability to enter Hyperlink - the decoy agents are vol-
they cannot rest easy for long. unteers from across the State. These volunteers
may be freelance mercenaries or even civilians,
The IFF seeks to disintegrate the Iz’kal State and instate chosen by their athletic ability and acting skills - a
The Iz’kal Law and Crime
a Corvo-like, free market government with a focus on the rare gift in the candid Iz’kal society.
military. Their goal is to create a Grand Army of the Iz’kal to
conquer other worlds and species as the Korian did to them Of course, the involvement of mercenaries is a
centuries before; for the IFF strength, power, and occupa- double-edged sword; outside agents may not be all
tion are the path to greatness, and the State’s passivity is that loyal to the State to begin with, or could even
an affront to their beliefs. be IFF’s own double agents trained to detect law-
enforcement moles in IFF recruitment drives.
Among other things, the IFF pushes for a stop to genetic
180 modification and an extermination of all ‘variant’ Iz’kal sub-
species, claiming that artificial evolution is a mockery of THE SECRET TECHNIQUE
Kaliva’s will and ‘impure’ Iz’kal are abominations that must
faith: core book
be culled. This, of course, has severely limited the IFF’s Savak agencies suspect the IFF recruiters use
popularity at the Iz’kal colonies. some form of Hyperlink brainwashing technique to
turn inductees into fanatics - maybe a Kalivan divine
The K’aril Kahil order is always led by a hooded figure, gift, or an insidious psychological system. Whatever
self-identified as the Knight. Since the Knight has existed the means, it works, for the IFF is growing.
for almost two centuries, and his identity is unknown, most
Iz’kal assume the hood and title are passed on from one Abbil Baha, an engineer and law enforcement
anonymous leader to the next. The current Knight is no less specialist, believes the State could stop IFF recruit-
bloodthirsty than his predecessors, and calls for nothing ments altogether by discovering their brainwashing
but the utter destruction of the Iz’kal State. techniques. Baha has pushed for the formation
of a special squad consisting of low-power Ergon
Despite the growing danger it represents to Iz’kal society, soulbenders, trained on Hyperlink perception and
the IFF has virtually no support from the Iz’kal general control. They plan to infiltrate IFF meetings, and
public. It is currently seeking to swell its ranks by recruit- then undergo whatever process they use. Assuming
ing dissatisfied, bored Iz’kal youths, with the promise of the agents resist the process, they would then
‘excitement’ and ‘change’. IFF recruiters roam the Iz’kal return with intelligence on how to counter it.
major cities looking for a suitable candidate - usually a
young Iz’kal of either gender that seems to suffer from job The project is still a matter of debate with Savak
burnout or a general feeling of meaninglessness. Then the authorities, as soulbenders are not a common
IFF agents approach the target away from his usual Hyper- resource and Hyperlink spies would be at a high
link, offering a disguised ‘new experience’. Those who show risk of falling into enemy hands. At best, this would
interest are led to a discreet meeting, and then to another; mean giving the IFF involuntary access to com-
the meetings get progressively more serious, the rhetoric promised intelligence; at worst, the agent could
more flagrant, until the youths find themselves inducted in become a traitor and a fanatic himself. However, if
a political cult. an Iz’kal soulbender with great mental resistance
and the right abilities volunteered for the mission,
it could mean a green light to Baha’s special force -
and a mighty blow against the IFF.
The Iz’kal Law and Crime
THE KNIGHT IFF RADICAL
Kalivan 2 Lone Wolf
Level 4 :: Iz’kal :: Driven Level 2 :: Iz’kal :: Reckless
181
mov. 5 metres :: weight 72 kg :: height 172 cm mov. 5 metres :: weight 66 kg :: height 170 cm
5 6 2 - 4 3 1 8
It ignores 1 point of armour. Instant. The card played It ignores 1 point of armour.
by the target of this attack is changed to the Skill value
of the attacker (limit once per confrontation).
Counterattack Ki Suit
Immediately after dodging an attack, he can perform Activated. He gains two advantages towards agility
a Close Quarters action against the character who actions OR moves at twice his normal speed.
attacked him gaining one advantage.
He gains two advantages towards dodging or Activated. He and his opponent must play all their
running. cards simultaneously and face down. Then, reveal
them and resolve the confrontation. The winner of the
confrontation increases their level of success to the
next best level.
Utter destruction of the State. That’s the lofty A single-minded goal is the ideal soil to grow devotion for God.
ambition of The IFF movement and their leader The Tread the IFF soldiers lightly, for they are true devotees.
Knight, an - allegedly - 200 year old figure.
record of arrests and at least two ongoing Netcasts
THE FIREBIRDS about their exploits. Any Iz’kal law enforcer or
Human Ghyr mercenary is welcome at the FCS, if
he can prove his loyalty and competence - which
An unauthorised merchant is not hard, since the FCS famously offers no form
group, a fleet of space of salary or compensation; every FCS agent is a
pirates and a gang of smug- committed volunteer. They are deservedly known
glers - the Firebirds are all as the best, most incorruptible police force in the
that and more. This band of universe - this alone is enough motivation for most
interplanetary ruffians once volunteers.
tried to run pirated weapons
and merchandise into the However, the FCS’ success and efficacy means
State, but were severely nothing to Lahami as long as the Seer remains
chastised by the army and free. What began as duty became a matter of
the Savak; so, they have become enemies of the State out personal honour, and now it’s a furious obsession
of revenge. Where they once targeted every space civilisa- that occupies Lahami’s every breath and heartbeat.
tion, they have now marked the State as their main prey. Lahami’s men may be an elite police force, focused
on cleaning the State borders - but their chief
Unable to sell inside the State, they have set up trading officer has only ONE goal, and he won’t rest until
posts of pirated goods just outside the State’s jurisdiction, he’s dead - or the Seer is behind force fields.
The Iz’kal Law and Crime
where any citizen may visit but the State can do nothing
against them; they also make hit-and-run strikes against
State convoys, frontier bases and military outposts. LAHAMI’S LEDGERS
The Firebirds’ leader, known as the Seer, is so cunning Lahami has always known that the Seer only
as to seem clairvoyant, having evaded capture by both keeps thwarting him because of his powerful soul-
the State and the Megacorps for decades now. His ship, bending abilities - he is all but omniscient, immune
known as the Mockingjay, is like a ghost that comes out to any trap or ambush. As his obsession mounts
182 of nowhere, strikes and disappears, without anyone being and his efforts keep failing, he has sought other
able to do anything about it. soulbenders - be them Hexians, like The Seer, or
Vexalites, so as to try and outrace him, even if they
faith: core book
The Firebirds are willing to take soldiers of the Iz’kal, cannot outsmart him.
or any other species, as long as they have the guts and
the skill to run merchandise wherever trade is forbidden. Unfortunately for Lahami, the State has noticed
Any interested mercenary that proves the ability to move his fanaticism and extreme measures, and have
a significant amount of credits through the black market all but threatened to remove him from the FCS
without being caught by Iz’kal law may be considered for command. In a desperate move, Lahami did the
Firebird membership. And if the petitioner is secretly a unthinkable and went behind the State’s back,
traitor or a spy, rest assured - The Seer will know. hiring unauthorised freelancers - a secret squad of
Ledger soulbenders.
Anyone that provides help or information leading to the
capture of the Mockingjay or its captain, the Seer, will be Lahami knows he is playing with fire, and that
generously rewarded by either the State or the Megacorps. Ledgers may betray him or the FCS as readily as
they will help him - but Ledger soulbenders are
masters of deception and stealth. The old Savak is
THE FCS currently looking for the most powerful Ledgers in
the darkest corners of the universe, with only one
The Seer may have become the enemy of the common trait: they must be powerful enough to
State out of personal revenge, but he’s not the only surprise a Hexian Prophet.
one with a score to settle.
To lead these men, Lahami just freed Valko, a
Kaheem Lahami, the Savak officer that first fearsome Raag serial killer that the State had sen-
arrested - and almost jailed - the Seer, has become tenced to life in rehabilitation. Valko is known to be
fixated with capturing the elusive criminal, and incredibly powerful - and incredibly unstable. If any
has mobilised an inordinate number of Savak and Ledger soulbender joins Lahami’s special force, he
soldier forces to the State’s borders to find the Seer must know he will be working under someone even
and bring him to justice. This small army, which crazier and deadlier - which to a Ledger is an addi-
Lahami calls the Fringe Crime Squad, has become tional incentive, of course.
a legendary peacekeeping force, with an unbeaten
The Iz’kal Law and Crime
THE SEER FIREBIRD
Hexian Prophet Defender :: Ghost
Level 4 :: Iz’kal :: Resourceful Level 1 :: Iz’kal :: Loyal
183
mov. 10 metres :: weight 62 kg :: height 163 cm mov. 5 metres :: weight 65 kg :: height 170 cm
4 8 1 4 3 3 1 8
Neural weapon (It deals neural or ACS damage and It ignores 1 point of armour.
ignores armour).
He can move flying. Characters further than 20 metres away from her
suffer one disadvantage towards actions against her
that require line of sight. Ghost.
Precognition
The leader of the Firebirds is one of the most elusive The Firebirds are a band of interplanetary ruffians
figures in the universe. He uses his soulbend- that trade black market goods outside of the
ing abilities to fool his enemies once and again. State’s jurisdiction. Lighthearted pros.
The Iz’kal Law and Crime
2 3
4 4 2 8 8 6 2 8
He cannot be convinced to change his mind about His unconfronted running actions are considered
anything. passive, and his next Close Quarters action gains one
advantage and causes 1 additional damage.
Persuasive
Playing with fire is taken to another level by Kaleem Epitome of all things Ledger, Valko has been recently
Lahami: he’s enlisting Ledger prophets to capture freed by Kaheem Lahami to capture The Seer. He’s
The Seer, a powerful Hexian soulbender. unstable and murderous. What can go wrong?
THE WHISPER
A fleeting masked figure. A whipping tail.
A scream. An order of murderous zealots. A
fearsome shadow extending under the State.
HIT GRAPPLE
Despite its evidently exaggerated nature, this (DEX)
2+ (CON)
0
myth illustrates the methods favoured by Ledger
terrorists, and Whisper Humans have been known
Whisper Knives
to try and imitate their ancient predecessors.
Throwable. It ignores 1 point of armour. If the attack
The Whisper is considered the fourth greatest is successful, its target gains toxicity 1.
danger to the State after the Ravager, the Corvo,
and the IFF; and the Iz’kal are always looking for
able-bodied mercenaries and freelancers that
Martial artist I
can provide help or information on the Whisper’s
schemes and strikes. She gains one advantage towards dodging and
running actions. Instant. Immediately after dodging
Very few individuals that go against the Whisper an attack, she can perform a Close Quarters action
are ever heard of again, so recruitment against against the character who attacked her.
them is not that successful - but whoever manages
to hurt the Whisper will be doing the State a really
great favour.
Iz’kal culture in general is marked by one all-important - Naja Haje, Iz’kal choreographer
trait - they give no value to the individual. Every custom,
every work of art, every superstition - even their religious The lack of individualism in Iz’kal society doesn’t mean
cults - all of it is made by, for and to celebrate the group, there are not any forms of art or other personal means
the community. of expression. Yes, there are more orchestras than solo
performers, and more art collectives than career artists,
All forms of art - from short stories to decoration appli- but all forms of art are well-valued in Iz’kal society. Yes,
ances, from songs to video games - are published through basic needs are taken care of first; but, as resource control
the Iz’kal collective design system, called Idealab, for free allows for the Iz’kal people to enjoy an incredible quality of
Many Iz’kal are granted special permissions to travel the Having an excellent voice is one of the easiest ways for an
Universe as hamla - groups of explorers looking for new alien to be accepted in the State as a citizen, and many are.
places through the Labyrinth, or as missionaries trying to Some alien communities are aware of it and some Corvo
bring the Iz’kal ways to other species. from the poorest neighbourhoods train their children’s
voices in the hope that they will be brought to a place where
all their needs are taken care of. Many spend their savings
LIAL on a one way trip to an Iz’kal colony, where they hope to be
welcomed.
the wildest clothing designs remain in the system, unused but after contact with the Corvosphere thousands of Iz’kal
for years, and most Iz’kal clothing is utilitarian and simple. are converting to the new religion, expecting it will give
them the power the State has been keeping from them.
Clothes are also useful - and used - to indicate belonging
to a professional trade, philosophy group or age category,
but in no case does this represent individual expression; the COLLECTIVE AND INTRINSIC
188 Iz’kal dress this way to help others identify them.
There are two main schools of thought regarding the
Gods in the Iz’kal State.
faith: core book
RELIGION AND
SPIRITUALITY The first theory, and the most accepted by far, is that the
Gods are collective entities; that is, thought into existence
by the values and opinions of millions of sentient beings.
“Ergonauts try to pass Kalivans as an evil and In other words, the Gods are belief itself, given existence
selfish people, without understanding the big- by psychic power alone. That’s how collectivists explain
ger picture of their ideology. Kalivans want the Ergon’s supremacy over all gods - he is fed by communitar-
best for themselves, and who doesn’t? They ian thought itself. By the same reason, collectivists believe
have a clear understanding of reality and of the Iz’kal species is sacred because of its ability to join
people’s true nature. Taking things for granted minds and think up something that’s greater than the sum
without having to work for them are symptoms of its parts - just like the Gods.
of a sick society that preys on the goodwill of
hard working people. Those hard workers must In fact, collectivism would already be an accepted law
pay, with their work, for the laid back lifestyles were it not for the many supporters of the theory that
of people that don’t care enough to bring them- the Gods are Intrinsic; that is, independent, living beings of
selves to act.” a superior rank to mortals, with such psychic power that
it seems divine to those who contact them. Intrinsicists
- Cho Bei, CEO of Wang Corp believe collectivism is just superstition, and that any being
with the power of a God has to be a knowable, physical - and
The Iz’kal are deeply religious; the best theologians come likely mortal - entity, even if its tremendous might makes it
from the State. The Iz’kal have known and believed in the appear like a timeless metaphysical force to lesser beings.
Gods for as far back as their history records go, and regard
them with a mix of awe and gratitude for their power.
They have spent countless centuries, texts and treatises THE NECROMANCER
studying and analysing the nature, purpose and reach of
the Gods, and were in fact the first sentients to develop The mightiest soulbender in the State, Holy Avatar of
theoscience as a discipline. Iz’kal theoscience has several Ergon and Prophet of the Collective, is the Necromancer,
branches, which study various aspects of the Gods such as the closest thing in the Iz’kal State to a celebrity.
THE NECROMANCER
The Necromancer has a Mortal form and an Atonement: Action. Target a character not Healing Surge: Instant. Remove a total of 4
Ascended form. They share damage and have in normal health. He must play a card and damage of any kind from friendly characters.
Faith 4. Once per round they can use one of add his Faith, if the result is 10 or higher he Ascension: Instant. Suffer 4 neural damage,
the following: removes all of his damage, else he dies. become Ascended until the end of the Round.
MORTAL ASCENDED
Ergonaut Prophet :: Defender :: Master Ergonaut Prophet :: Defender :: Master
6 12 1 12
HIT 11 14 12 HIT 19 14 16
MEDICAL INITIATIVE MEDICAL INITIATIVE
GRAPPLE 2 3 3 GRAPPLE 3 3 3
7 7 12 14 17 22
ATHLETIC SURVIVAL CUNNING ATHLETIC SURVIVAL CUNNING
2 3 3 3 2 2
During the maintenance phase, he discards 4 neural damage if he He ignores 4 final damage per attack, as well as all damage
is not Traumatised. penalties. If he suffers physical damage, it is converted to neural
Instant. Once per confrontation, he may use Judgement against damage.
his opponent without suffering neural damage. During the maintenance phase he discards 2 physical damage.
Forced instant. As soon as he becomes Bleeding Out, he becomes Action. He attacks an area 4 metres in diametre up to 20 metres
Ready, and Ascended until the end of the Round. away, which can be confronted as a projectile. It causes 3 physical
damage and 3 unpreventable neural damage to affected characters.
There are many prophets of Ergon in the State, and The Hexian movement has existed for almost 200 years
there’s no single ‘leader’ of Iz’kal religion, as an Ergonaut now, but it hasn’t managed to turn the State around as it
would never claim any kind of authority. For a powerful would like. Now, with the appearance of the Ravager and
enough Ergon Soulbender, just believing himself a leader the founding of the Coalition, the movement sees an op-
would strip him of his power. Nonetheless, the Necroman- portunity to make the State understand the power and
cer is known and admired by everyone in Iz’kal society, not ruthlessness of the Corvo.
only for his devotion and his many recorded feats, but also
because he alone has been granted the greatest of powers: The current Hexian leader, the Prophet Kassima Lahan,
for a few days every standard planetary season, the Nec- is a passionate woman, adamant in her beliefs even to a
romancer has the ability to bring the dead back to life. soulbender’s standards. And like all Hexians, she treats
her beliefs as scientific evidence. Prophet Kassima is con-
When the date arrives, millions of worshippers input vinced that the Corvo are the greatest danger to the State,
requests for an appointment with the Necromancer far more than the Ravager, and that they must be actively
through Idealab; those the system deems most worthy or stopped, not invited to cooperate.
needed are allowed to journey with their beloved dead to
the Prophet’s Temple in Al’ameen, where he reviews each The Hexians have always believed that the Corvo are
case and, if possible, begs Ergon for a chance to restore hatching a secret plot to betray their truce with the Iz’kal
the petitioner’s life. Only citizens dead before their time are State, ever since both species met. Every few decades,
allowed into his presence - i.e., those killed by accidents, some prophet will arise claiming that he has seen evidence,
violence or serious diseases. An Iz’kal that dies of old age revealed directly by Hexia, of ‘the centuries-long Corvo
cannot receive the Necromancer’s blessing. scheme’. The State has never given any serious thought
to this conspiracy theory, mostly because it is a proven
The Iz’kal Culture
If the Necromancer succeeds at a resurrection, it is seen fact that the Corvo are waiting their chance to betray and
as cause for great celebration; but he has also been known pounce on the Iz’kal since day one; the point of disagree-
to fail, which is always interpreted as the will of Ergon - the ment is the State’s passive approach to the issue, where
community was better off if the person stayed dead. This Hexians believe it demands an aggressive retooling of Iz’kal
chance that it will fail actually keeps many people from at- society. A couple of times it got so serious it prompted
tempting the process, anticipating the shame should Ergon violent demonstrations, and almost led to civil war; and it
190 reject their dead. always starts with a Hexian soulbender getting a revelation
of the Corvo’s ‘evil secret plot’.
Other than his resurrecting miracles, the Necromancer
faith: core book
Charismatic Diaperer
She gains one advantage towards social interactions Neural weapon (It deals neural or ACS damage and
when using her voice. ignores armour).
Rational
Rig 2 (LinkWave 100)
She can only be convinced with facts. She is immune
He can perform Hacking actions (causing 2 ACS
to dialectics, and she gains one advantage to determine
damage).
whether something has been fact checked.
Subjugation
This has allowed the Iz’kal to fully control their food, The lack of ownership on such an endless creative engine
creating super-products that provide the best nourishment would crash any market outside the Iz’kal State - this is the
possible with the least resource consumption. All Iz’kal main reason why the Corvo fear Iz’kal economic penetra-
citizens have free access to these superfoods, and even in tion, and also why the Iz’kal want to spread their economic
times of famine and rationing, the poorest Iz’kal has a far system to other species.
better nutrition than the richest Corvo.
One of the most important goals of the Corvo Megacorps
Genetic manipulation has also allowed the Iz’kal to in their economic war against the State is to take over
eradicate most genetic diseases, and to weaken viruses and Idealab and Iz’kal free production facilities, making them a
privately-owned system and charging for its use.
ARTIFICIAL
INTELLIGENCE
The Iz’kal also have the best robotic science in the
universe, boasting unmatched advances in cybernet-
ics, from limb replacement to actual artificial sentience.
Self-aware drones are a common sight in the State, used
to oversee everything from manufacturing facilities and
Idealab server nodes to streetlights and library archives.
The Iz’kal began their existence as primitive amphibious The Korian were very comfortable with their ways and
lifeforms in the world of Al’ameen, and grew to be the had no real interest in developing further, with only a few
dominant species of their world thanks to their incred- rare cases of individual Korian studying any kind of science
ible ability to communicate telepathically with each other or engineering. On the whole, Korian technology allowed
through their Iz head appendages. them to enjoy all the pleasures of life as they saw it: eating,
sleeping, fornicating, and warring.
Many xenohistorians, particularly among the Corvo,
argue that the Iz’kal had no real history or evolution, as their They did not keep records, data or any kind of archives,
predestined development was both stunted and accelerat- nor did their machines or computers, which had only kept
ed by the Korian invasion, which in only a few centuries gave the code they ran on. Therefore, there is no history to be
space technology to a species that hadn’t even learned to studied; all that is known is what the Iz’kal survivors left
handle an industrial age. As a result, the Iz’kal have a unique behind in the shape of stories - stories clearly tainted with
It was through Idealab that the Iz’kal finally perfected the Iz’kal, who as a species didn’t even have a concept for
the genetic modification techniques they are famous for, ‘trade’. And when they understood it, they saw it as evil,
and the idea of giving the entire species vocal cords was and the Corvo as very dangerous, for they intended to
proposed and accepted within a year of Idealab’s official subjugate others not through war, but by owning things and
launch. The actual process of giving a new places.
trait to an entire species took consid-
200 erably longer, but it is estimated that The Iz’kal had lived in peace for so long that they refrained
97% of the Iz’kal species could com- from attacking the Corvo - a decision that many Iz’kal
municate verbally barely a decade xenohistorians openly regret now - and decided to wait and
faith: core book
after the proposal came into effect. observe; after all, the greatest lesson ever received by
This was called ‘the era of speaking’ the Iz’kal was that learning from the enemy was the key
by Iz’kal historians, although the to success.
practice didn’t really catch on
among the Iz’kal, and remained - Both species were unfriendly and cautious from the be-
even to this day - a rarely used means ginning, and remain so to this day, with a notable exception
of communication, reserved for alien - the Coalition.
contact and specific situations where
Hyperlink is not possible.
THE SPACE RACE
THE AND PARSAIUS
MEETING
OF THE For decades, the Corvo and Iz’kal maintained an unspoken
Space Race, competing to be the first to show the other
CORVO that their government system was best, not only for their
society but for any planet they colonised.
The Iz’kal lived in However, the race came to a halt when the Corvo colony
peace and prosperity for of Izuan Tai was suddenly wiped out by an unknown enemy
centuries by the laws of force.
their State, which demanded
population control, respect Before accurately learning just what had attacked the
for ecosystems, little use of Corvo, the Iz’kal understood that it seemed to be an incred-
resources and the freedom ibly powerful, predatory alien species from an unknown
of anyone to propose sector of space - a species capable of wiping out an entire
laws, technological planet in a single day.
The collective memory of the Iz’kal shuddered. They
were reminded of the Korian, and that made them very
afraid.
Nobody knows who will win this war or what will happen
afterwards, but the Iz’kal can be sure of one thing - they will
fall, or prevail, as one.
FOREIGN AFFAIRS
“We disagree on everything, but do you know
the difference between us? While you would policies that directly contradict their very nature and
like to suppress my right to express my ideas, values:
I would give my life to protect your right to ex-
press yours.” First, they have had to implement State Secrets. This
requires many State decisions to be taken by small groups
- Lee Bao, Corvo diplomat, to his Iz’kal coun- of individuals - chosen by the Idealab system for their
terpart level of experience - without sharing the consequences to
the public at large. Otherwise, the State would risk such
The Iz’kal are one of the most xenophobic and isolationist secrets to fall in the hands of enemy forces, and many of
species in the Universe. However, they also value science them are decisions that not all the Iz’kal people would agree
and discovery, and have made great advances in astrosci- with, such as political assassinations, attacks against Corvo
ence and space exploration. They have built dozens of civilian outposts, the sacrifice of soldiers for the greater
colonies in the most diverse environment, mostly as social good, and other controversial issues.
and biological experiments, but also to extend their culture
and ideas throughout the universe (they are convinced their Second, they have had to allow a degree of independ-
State is the best possible government, and all other inter- ence to colonies in the vicinity of other alien species, as it
The Iz’kal Foreign Affairs
stellar species would be far happier if they adopted it too). would be unfair for those colonies to wait for the vote of
citizens of other settlements on matters of security and
The Iz’kal don’t try to impose their views on anyone, diplomacy, considering that dealing with alien threats tends
but they live by the - somewhat naive - certainty that the to be urgent and serious.
example of their peaceful society will be enough for any
civilisation that crosses their path to see the light and Finally, they have somewhat agreed to alter their living
follow their ways. So far they have had far less success standards, as they have become more hurried and careless
than expected, but that doesn’t stop them from trying - or when founding new settlements. The long-standing Iz’kal
from establishing their own colonies wherever they deem tradition of conducting long, careful research and experi-
202 suitable. mentation has diminished so as to expand State territory
as much and as quickly and possible to face the pressure of
Corvo encroachment.
faith: core book
A PART OF THE
UNIVERSE Such policies have fed anti-State sentiment, and groups
that seek to overthrow Iz’kal society are abuzz with fear
not only of alien threats, but of the sudden duplicity of their
own people.
With a culture developed for the very specific needs,
character and organisation style of their species, the Iz’kal Some Iz’kal social scientists argue that contact with
have had a somewhat difficult problem adapting to the fact other species is actually corrupting the Iz’kal state, and the
that they are not the only independent civilisation out there. matter would be solved by cutting off that contact entirely;
others suggest that, if Iz’kal society was so fragile that
Where the Iz’kal have done everything they can to do contact with any other civilisation made it crack and bend,
away with the concept of leaders, other species insist on then the problem was in the State, not outside it.
sending a small group, or even a single representative, to
all diplomatic meetings, pretending this small group speaks
for an entire culture or civilisation. On the contrary, the EXPLORATION
Iz’kal send huge contingents of hundreds of delegations,
which seems to cause some diplomatic distress, despite
the fact that a hundred Iz’kal take less time to agree on any The fact that the Iz’kal are cautious and slow-paced in
subject than any two members of any other species. setting up new colonies doesn’t mean they don’t want to
expand - much less now they’ve realised the Corvo are
The Iz’kal can mobilise and decide on any State-affecting breathing down their necks. For this reason, the State has
subject in a matter of hours, which causes both envy and decided to adopt a much more aggressive attitude towards
fear on other civilisations, who are too used to particular space colonisation, sponsoring all kinds of expeditions
and individual interests getting in the way of popular choice. - both official SDF flights and mercenary explorer trips -
across the Labyrinth in search of habitable planets.
Having to deal with other species was a great leap for
the Iz’kal, and some think it was not for the best. So far, The State doesn’t pay in currency, but they give valuable
inter-species relations have forced the Iz’kal to enact three equipment, weaponry, and even full starships to mercenar-
ies that help them find worlds suitable for Iz’kal colonisa- Immigrants, whether temporary or long-term, are
tion; especially if it’s before the Corvo find them. assigned special habitats apart from Iz’kal society, where
the State tries to provide for the needs of their culture and
species, so as to prevent disorientation and culture shock.
IZ’KAL IN THE The Corvo call these neighbourhoods ‘conversion camps’,
THE CORVO
For the Iz’kal, moving from one of their colonies to another
doesn’t actually mean they are leaving home - every State “Their claims that the Corvosphere is unjust
colony is under the same jurisdiction, professes the same are completely unfounded. In the Corvosphere,
culture and follows the same laws. Thus, Iz’kal from differ- anyone with skill will thrive, and the lack of re-
ent colonies threat each other as neighbours, and there’s sources (and in some cases laziness) is the only
very little social difference, much less any kind of enmity, reason why not all of us do. They say that their
between Iz’kal settlements - with the notable exception of people live better and are happier, but they
anti-State radicals, of course. have not seen what a Corvo can become if he
works hard - the riches he can achieve are im-
measurable. Our population is also many times
MIGRATION
When the State needs to populate a new colony or city, Even now, Iz’kal-Corvo diplomatic relationships are the
or create any other migration movement, they will do so as most famous power struggle in the universe, and there’s
fast as needed. People can sign up for such things; if vacan- no sign that tensions will ease any time soon.
cies are not filled voluntarily, they will be filled by drafting.
How likely a citizen is to be drafted depends on many
factors, such as the role he currently fills, how useful his CORVO-IZ’KAL RELATIONS
skills are at the destination, or how much he will suffer by
being moved. Most drafts involve entire majmoas, so as to The Iz’kal knew they wouldn’t get along with the Corvo
avoid breaking their bonds. from day one. Not only their cultural characters are polar
opposites; both species want the rest of the universe to
It is also very hard for a member of another species ‘see’ their way as the right one and adopt their culture. They
to enter Iz’kal society. While some colonies are more realised pretty soon they were in a race - not necessarily
prepared to receive visitors, most are completely closed, for territory of resources, but to be the first to demon-
as changes in the demographic of the State could endanger strate their culture was right.
system efficiency. In general, the Iz’kal haven’t had such
good experiences with other species and are reluctant to The Iz’kal tried to make it a fair, amicable competition,
welcome them in. and to establish a cordial relationship with the Corvo, but
they didn’t count on their counterpart’s innate mistrust.
Members of other species have many problems adapting When the Corvo realised that everything they shared in
to Iz’kal ways. They are usually unhappy with working at diplomatic meetings immediately became common knowl-
whatever the State assigns them at the time, living only edge across the entire Iz’kal state - which led to most Iz’kal
where given the right to, having ‘holding rights’ (as outsid- learning much more than the Corvo would have liked after
ers call it) over items or services. They also have problems the first couple of meetings - they enacted a veto against
communicating with the Iz’kal, as they cannot join them in sharing information with the Iz’kal.
Hyperlink and miss out on most things relevant to society
that are communicated this way.
Even later, when the Coalition was formed, the Corvo The Iz’kal will not go down easy, but in the end it won’t
enforced a law that forbade any Corvo Coalition member matter. The Corvo have proven over and again that they are
from sharing non-critical intelligence with the Iz’kal, for proficient at destroying native economies and becoming
fear that the State’s natural open-information policy would the new and better source of goods, soon after imposing
lead to a data leak that ultimately helped the Ravager. their terms by monopolising the options.
As both species are supposed to be cooperating, they As soon as the State became aware of this fact, it started
have made no move against each other - on the surface. taking the necessary steps to protect itself. After centuries
In truth, and even with the Coalition in effect, the Corvo of hardship and sacrifices under the dominion of the Korian,
and Iz’kal spy on and sabotage each other like there’s no the Iz’kal are forced to endure hardships once more. Princi-
tomorrow, and constantly seek out sympathisers from the ples will need to be put aside, and individual rights will have
other species to spy on the enemy camp. There’s always to be sacrificed.
work for a skilled agent, of any species, that agrees to spy
on the State for the Megacorps or vice versa. The State started assigning jobs to the technocrats, as
opposed to encouraging them to choose the jobs for which
These espionage missions are not limited to intelligence they believed they were better suited. Some technocrats
gathering, or even discreet assassination; often they also were forced to move to new colonies, created in a hurry to
include black ops, requiring fully-armed commandos to expand the influence and power of the State, as opposed to
infiltrate and sabotage enemy installations or even civilian finding willing technocrats and building a carefully planned
The Iz’kal Foreign Affairs
areas. The job is both dangerous and very questionable - but colony suited to their needs.
both the State and the Megacorps make sure the rewards
are worthwhile. On top of that, many new ideas managed to find their
way into the perfect Iz’kal society - the Corvo greed and
consumerism made an unmistakable dent.
THE CORVO EFFECT
And thus, social unrest started spreading across the
Before encountering the Corvo, the only thing the State State.
and its technocrats cared about was living a happy, ful-
204 filled life, and they pretty much succeeded at it, ensuring
the most plentiful and happy life for everyone. Citizens POLITICAL POSITIONS
were taught to live for the State, to find happiness in the
faith: core book
communal lives they led and to pursue whatever would The issue of how to deal with the Corvo has awakened
allow them to improve their society the most, which would controversy, opposing views, and deadlocked votes in a
in turn make them happier. In a society that had all but once concordant society. Every Iz’kal has, as always, his
eradicated crime, poverty, hunger and disease, the Iz’kal own nuanced opinion, but there seem to be four general
could dedicate their lives to the betterment of the State and trends, and most Iz’kal ascribe at least partially to one of
to the enjoyment of life. them:
The discovery of the Corvo changed much of that. The Isolationists maintain that the State is perfect, but the
need to explore the Labyrinth and colonise new planets, the prize of such perfection is preventing contact with less pure
need of a more powerful army and better trained warriors - civilisations. Isolationists want to cut off all communication
all forced the State to change some of its policies. and ties with the Corvo, avoid their vicinity and territory,
move as far from them as possible, and act as if they don’t
The Iz’kal are aware that the Corvosphere grows very exist. The most radical thinkers among them propose up-
fast, discovers new planets and exploits them to the core, rooting the entire Iz’kal State and making a mass, species-
and is always investigating new ways to be more effective wide exodus to the other end of the universe, somewhere
at expansion regardless of the cost in lives and happiness no other civilised species - particularly the Corvo - will ever
of their people as a whole. It did not take long for many so- find them.
ciologists to project how long the State had until it would be
economically inferior to the Corvo - two centuries. Collaborationism is the current policy the Iz’kal State is
following, at least in appearance. It consists of maintaining
If nothing changed in two centuries, the Corvo would a cordial, respectful relationship with the Corvo, protecting
have grown so large that it would not matter that the Cor- the Iz’kal ways and respecting Corvo culture, while leaving
vosphere was not an united front. Each of the Megacorps each other alone to colonise their regions of space as they
would be as large as the Iz’kal State and still hungry to see fit, and keeping competition fair as regards resources
expand their market. At that point, there would be nothing and territory. Both species pretend to uphold this ideal,
the State could do to stop them from expanding into Iz’kal particularly after the Coalition. The most radical collabo-
society as they did with the Humans and Raag. rationists maintain that the State has much to learn from
Corvo market policies and embracing individual freedom -
it’s precisely because of these radicals that other Iz’kal look caverns, but they know, as a species, that their current
away from collaborationism and think of trying something freedom and happiness is due mostly to Iz’kal efforts.
more drastic. Many Iz’kal realise this, and do not lose sight of the fact
that, should war against the Corvo eventually blow up, the
Colonialists want to stand up to the Corvo and win the Raag would be a natural ally of the Iz’kal state.
debate. They see Corvo society as a primitive culture in
need of a civilising influence. They propose to occupy
and submit the Corvo, imposing collectivism on them HUMANS
and making them realise they will have more happiness,
progress and prosperity under the Iz’kal way. For this
reason, Colonialists advocate huge investment in war and The relationship between the Iz’kal and Humans is - like
recruitment, convinced it will all be for the greater good of everything in modern Iz’kal society - subject to Corvo inter-
both species in the end. ference. Iz’kal relate to Humans mostly to steal them away
from the Corvo; since Humans have no dominion in space,
Xenocides are the most radical of the four views, and the Iz’kal are never seen as the Humans’ guests - most
propose nothing less than the utter extermination of the Iz’kal that encounter Humans are visiting Corvo territory.
Corvo species. According to xenocides, the Corvo are Like other species, Humans are somewhat unnerved by the
beyond convincing, their disrupting ways are already influ- Iz’kal’s lack of immediately identifiable authority figures,
encing the Iz’kal people, and their resources and greed mean and their knack for committees during which they remain
When the Iz’kal find and colonise a suitable planet, the Before the Corvo, the State had no need for expansion,
first thing they do is build the infrastructure for miners, as Iz’kal population growth is carefully controlled, and
workers, builders and architects to live there for a few sometimes even halted. Therefore, they only build colonies
months; this is done with pre-made materials and plans on planets where they know that, within a few generations,
created through Idealab and carried aboard the settler they will be able to create a society as egalitarian and with
ships. a quality of life as high as in Al’ameen, where all the Iz’kal 207
standards can be achieved. This means that by principle,
208
faith: core book
HAI’KAL SANCTUMS
Hai’kal sanctums fulfil a unique function, which non-Iz’kal
would roughly understand as a mix of research centres,
natural history labs, museums, schools, temples and
field science camps. Contrary to Zaaki-Waha cities, these
sanctums are unique to Al’Ameen’ai culture, and they have
failed to catch on at other Iz’kal settlements, presumably
because of their demand of resources, which are far more
scarce and regulated in the colonies.
To outsiders, Al’ameen would look like an uninhabited While Iz’kal colonies have never grown large enough to
planet, as cities are so few and far between that the planet be able to support a Hai’kal sanctum, citizens from every
is virtually the same as it was before the Iz’kal came to be. settlement in the State travel to Al’ameen to visit its Hai’kal,
which are a source of pride for the planet and its citizens.
There are, however, several types of Iz’kal settlements
in Al’ameen. First there are the planet’s Zaaki-Waha cities; ALHENA
tall citadels of a few thousand inhabitants that barely pass
as artificial structures at first glance. There are thousands One of the most unspoiled sanctuaries of the planet is
of smaller communities scattered all across the surface, Alhena, a network of caves in the heart of Al’ameen, illumi-
although usually most end up joining an existing Zaaki-Waha nated by gigantic and luminescent fungi. This magical place
or growing into one themselves. survived the Korian conquest, as the invaders never discov-
ered it. Iz’kal from all around the Universe make a seasonal
Al’ameen’ai Zaaki-Waha are comparable to those found pilgrimage to this place, which they hold as sacred. When
in other colonies; harmonious communities with advanced in Alhena, all the Iz’kal join in a single Hyperlink with their
technology, no crime, prosperity and a tranquil daily life. fellow pilgrims so that they may share their minds freely.
Here, Iz’kal from all colonies share their experiences with
AQUATIC SITES each other and together are able to learn things that they
were not even capable of imagining alone - about ways of
Over the centuries, the Iz’kal have made several attempts life on strange planets, about ideas they had never heard
to build underwater Zaaki-Waha, to test the benefits of a of, and about personal life experiences and the thoughts
closer contact with their species’ aquatic origin; however, behind them, which give them an incredible insight on the
these experiments have always been short-lived, as the reasons of other people’s behaviour. This is, for many Iz’kal,
amphibious Iz’kal are not really suited for prolonged life the most intense and beautiful experience of their lives.
in the depths, and the technology to achieve it waste s Some are actually addicted to the Alhena pilgrimage, and
too many resources and disrupts the environment. The religiously request the State to make it every year, even if
Alameen’ai have had to content themselves with building they dwell in the other side of the Universe.
THE CIRCLE OF Kidnapped victims are put on special ships,
equipped with a processor and a network relay,
REMEMBERING which are then sent all over the Labyrinth to serve
as live data stations for gangs of smugglers,
The Ergon cult in Al’ameen is a very ancient institution, bandits or other slavers, particularly the Corvo
dating from at least 1500 years back, when the Iz’kal retook Tongs, which have several ‘farm ships’ around their
Ergon worship after exterminating the Korian. Millions of deep space operations, from which they get ‘free
Iz’kal from all Zaaki-Waha’i in the planet are members, but internet’ out of the frozen Iz’kal victims.
the cult has no central headquarters, nor any figurehead.
The technology to obtain processing power from
What passes for the main Ergonaut reunion centre is the an Iz’kal’s iz was developed by a State deserter, a
Circle of Remembering, an order of Ergonaut Soulbenders scientist and Ledger worshipper called Lam Naham.
with the divine power - and the responsibility - of keeping He founded the Farm with like-minded Ledger wor-
Iz’kal tradition alive. shippers, and was its leader until he disappeared
under mysterious circumstances. Perhaps he was
At any moment, any member of the Circle can vividly found by the law, perhaps he died in a lab accident,
relive - or cause others to relive - any moment from Iz’kal or maybe one of his lieutenants betrayed him and
history; contrary to the Alhena Hyperlink or other Iz’kal put him to work in one of his own cryo-pods.
traditions, the Circle members don’t use this ability for
social gatherings or ceremonies, but to research Iz’kal Whatever the truth, Naham’s legacy lives on in
history first hand, and see with unbiased eyes the events the hundreds of kidnapped Iz’kal used by the under-
The Iz’kal Colonies
and forces that shaped the current Iz’kal civilisation. world as living network stations.
2 5 0 - 3 3 0 6
Characters attempting to lie to her suffer one Neural weapon (It deals neural or ACS damage and
disadvantage. ignores armour).
Rational Persuasive
She can only be convinced with facts. She is immune He gains an advantage when trying to convince other
to dialectics, and she gains one advantage to determine characters.
whether something has been fact checked.
The Memorials are members of the Circle of Remembering, a The State is completely unaware of the horrific truth
cult that relives Iz’kal history for unbiased research and study. behind the Farm. Who will put a stop to this madness?
The Iz’kal Colonies
212
faith: core book
VEHICLE SHEET
Each vehicle model will have its own vehicle sheet. It will
define several aspects of the vehicle, and its upgradability.
INFO
The information of a vehicle includes: Name of the
SPECIAL ABILITY
Certain vehicles may have a special ability.
405
STATS
214
faith: core book
To protect the sanctity and integrity of the Sulivar eco- The entire group became a cult, and they all began acting
system, local technocrats created the Biya’Hari Guard - an the same, permanently connected to a closed Hyperlink
that not only kept them communicated - but seemed to tie It goes without saying that Nation’s Solution and
them in a single mind, hundreds of people with a single will. the other Megacorps would do anything to steal the
roothound project from the Iz’kal, but there’s little
The State became concerned about the Hive, particularly chance of them doing so without openly antagonis-
other Ergonaut churches, and several expeditions were ing the State. Not that they haven’t considered it
launched to visit their dwelling and see if everything was anyway, for the possibilities of a roothound market.
alright. Hive members greeted visitors warmly, displayed
no aggressiveness or strange behaviour - other than their
unsettling, Hyperlinked collective mind - and even con- THE HORRIBLE TRUTH
vinced a few of the newcomers to stay and join the cult.
What the Iz’kal have not discovered is that Sulivar
Currently the Sulivar Hive is an official concern for is indeed a living organism - or rather, that a single
the Sulivar government and the local Ergonaut church; hive organism is the basis for every ecosystem in
however, no action has been taken against the cult, as the entire planet - plants, animals, fungi, even the
its members have broken no State laws and never try to roothounds.
impose their will on outsiders. Rumours tell of members
that try to leave and are then absorbed back into the fold, Even more, this organism was created by the
their individual minds forever erased by force - but it Korian - the ancient enemies of the Iz’kal - to serve
remains just that, a rumour. Inspectors keep on conduct- as a biological weapon, specifically designed to kill
ing routine investigations of the cult and find nothing that the Iz’kal during the Uprising. The lifeform was a
merits State intervention, but the law still maintains an eye fungus intended to blend with the ecosystem of
The Iz’kal Colonies
After successfully grappling a character, its attacks During the maintenance phase, he heals 1 point of
against him gain one advantage and one base damage physical OR neural damage for each character with
that increases by one every round the character Hivemind in normal health state within 10 metres.
remains grappled.
Charge I
Hunter Instincts
It is not wise to upset the sentinels of the woodlands, Sometimes fervor can reach a tipping point where it
unless you are interested in becoming compost. transforms into madness. Thanks, then, that there is a
God for that too. Where are the Hivers in that scale?
The Iz’kal Colonies
218
faith: core book
HULL COMMAND
419
What covers the exterior of the vehicle. These modules improve some of the basic stats of the
ARMOURED I
ACCELERATION UPGRADE
Level: 1; Cost: 100,000 credits. The vehicle gains 1 armour.
Level: 1; Cost: 200,000 credits. The vehicle gains +1
Acceleration.
ARMOURED II
Level: 2; Cost: 250,000 credits. The vehicle gains 2 CORTEX CONNECTED
armour.
Level: 1; Cost: 80,000 credits. The vehicle’s control
changes to cortex connected.
ARMOURED III
Level: 3; Cost: 500,000 credits. The vehicle gains 3 EVASION UPGRADE
armour.
Level: 1; Cost: 200,000 credits. The vehicle gains +1
Evasion.
CLOAKING I
Level: 1; Cost: 200,000 credits. The whole vehicle gains FIREWALL UPGRADE
Ghost (Does not appear on LinkWave radars. It can still be
hacked using other methods or through LinkWave if the Level: 1; Cost: 200,000 credits. The vehicle’s Firewall
hacker locates it accurately). Additionally, you cannot be plays an additional card.
the target of Searching actions in the 1000 Km range.
THE RAAG SPECIES
The Raag are a species of large, strong, and aggressive than females, while the females are usually more intelli-
beings, native to the tunnels of the ice planet Heimis. They gent and capable of a wider display of complex reasoning.
are humanoid bipeds, larger and bulkier than any other Their backs are covered in thick, dark fur, and the rest of
sentient species on record. Renowned for their strength their skin is usually light blue and hairless.
and endurance, the Raag place great importance on tradi-
tion and honour. Their size and penchant for violence has They are harsh creatures used to a harsh living, as
led to them being used as slaves and gladiators by other their home world’s extreme weather imposed the rule of
species, mostly the conquering Korian. the strongest on the whole species for millions of years.
Neither feeding or reproducing comes easy to Raag.
Thanks to their relatively primitive lifestyle, and the high However, they are united and supportive, knowing that a
technology of the Korian, their former masters, most Raag group is stronger than several loners; they’ve learned to
see technology as something unnatural and mysterious rein their aggressiveness in just enough to form close-knit,
- something to be feared and revered. Only an elite Raag loyal clans.
group, known as enginseers, have the knowledge and un-
derstanding to use it. The Raag are similar to mammals in many aspects, but
their sexual reproduction is somewhat unique. As cold-
environment creatures, their organisms are only sexually
NATURE AND active when they achieve high body temperatures for
BEHAVIOUR extended periods. The Raag know this time as the Boon,
The Raag Species
224
faith: core book
A RELIC IN THE STREETS
◊ The PC is investigating local gangs and the under-
ADVENTURE world lifestyle, and thus approached the Sebolas
the universe –, common citizens keep struggling to make armed into working for the mob part-time to pay
ends meet under the uncaring laws of the Megacorps and off a debt. If the PC does a big enough job for Big T,
the iron hand of the Corvo Tong mobs. the mob boss may leave the PC go free.
One such mob – the Sebolas, a local small-time outfit– ◊ The PC is seeking for a lost or kidnapped friend
just made an interesting discovery recently. During a raid or relative, and infiltrated the mob to get a clue
on an Iz’kal cargo ship, they came across a piece of alien about their whereabouts. The Sebolas accepted
technology: an unidentified artefact, perhaps a primitive the PC in their gang, but they don’t know anything
form of ancient cortex connector. about the PCs’ missing person; looking for them
could be the basis for another adventure.
When Big T, the Sebolas boss, was deciding who to sell
the artefact to, the Black Watch – a Human mercenary mob ◊ The PC is an undercover officer of the law, working
– burst in, and extorted the item from the weaker Sebolas either for the Megacorps, the Coalition or an in-
by intimidation and threats. Now Big T wants his thingie dependent law-enforcement firm. The mission is
back, but he lacks the manpower to get it… and he doesn’t to infiltrate the Sebolas, precisely to investigate
428 want to go head to head with the Black Watch, one of the about some stolen Iz’kal artefact and its alleged
craziest mobs of the Sector. whereabouts.
faith: core book
INTRODUCTION Streets.
CHAPTER 1: A RELIC
The adventure assumes the Player Characters are all in
Tiantang, the massive Dyson ring that serves as a capital IN THE STREETS
for the Corvo civilisation. Youni District, the area where the
adventure takes place, is a gyro-zhan station inside Taiyang,
one of the largest and most important sectors of the Great Read the following aloud as the adventure begins:
Ring.
You can see the stars here and there, a reminder
The premade PCs that come included with the adventure that Tiantang is just a huge ring floating in the
(see pages 434-437) all live in Tiantang and have built-in void. But the street is alive with noise, lights and
motivations for taking part in the story; you can still play bustle that soon bring you back to daily life in Youni
with a group of all-new characters if you wish. District. You walk on a ledge street 171 levels above
the pits, avoiding cc-jacked commuters and walking
The adventure runs smoothly if the PCs are freelancers, drone ads to finally reach your destination – the
currently working for the Sebolas; assume this is the case Dung Gao hotel, home of your employer and thus
if the PCs’ background allows it (the premade characters the headquarters of the Sebola Gang – your current
all begin the adventure working for the Sebolas part-time). employer.
If you need – or prefer – a different motivation for your As the lift takes you to the penthouse, you can
PCs, use one of the following hooks for each character, as see many district levels at once – a veritable anthill
required: of steel and glass, dotted with blinking ads and
lightware going up and down as far as the eye can
see, with a flood of Corvo coming and going in their
© Burning Games 2017. You have explicit permission to photocopy this page for your personal use.
THE CLANS The Culling takes places once a year during the longest
night of the year, and any Raag who has never participated
Originally, the Surani was the home of the whole Raag can take part. During the Culling, the different clans will
species, but males proved too unruly for close coexistence. approach the individuals they are interested in for member-
Eventually, they set out to form their own tribes and groups, ship. This is where the activities of the candidates during the
away from the peaceful but restricting rules of the Surani. last few months or years decide their future. A Raag who
Thus Raag Clans were born, and the Surani was declared a has shown talent at their specific trade (hunter, builder, or
consecrated ground, free from violence and infighting. even an enginseer) will surely be noticed by the clans, de-
pending on the specific abilities each Clan needs.
The division has worked well for the species, and now
every adult Raag - either male or female - is allowed to Aspirants approached by more than one clan can choose
leave the Surani to join one of the existing Clans. The Clans which Clan they join, but this does not happen often; the
allow violence, hunting, fighting, war and other activities most powerful clans tend to approach first, scaring off
that come instinctively to Raag males. They are much dif- lesser clans from attempting to compete for the same can-
ferent from the sheltered Surani, filled with inner conflict didate. These competitions can become quite vicious when
and wars for the territory. more than one Clan is very interested in a specific individual
and fights are not uncommon, but nobody wants to lose
The Clans are a sort of feudal system of independent members just to gain a new one so they are usually settled
rulers, where the protectorate of one chieftain claims its quite early and without much bloodshed.
territory by making war on those that hold the surrounding
land, and the mightiest clans are those that have managed Raag that are not chosen by any clan during the Culling
to claim and protect the largest territory. will usually remain in the Surani, as teachers or students,
As part of the Surani, members of the Cult are tasked to Centuries ago, the Eternia sent a secret beacon to
train new enginseers. As enginseers are more or less free its real creators - which in fact were not the Korian,
after they have joined a Clan, the Cult may call them back but a far more ancient and advanced species - indi-
at any time. cating its situation and space coordinates.
While many of them will sever their bonds with the Cult Even with its advanced comm tech and incred-
and reject the call, joining their new clan as full members, ible power, the Eternia knows the signal will take
other enginseers will go back to the Cult after serving hundreds of years to reach its builders’ homeworld,
their clan for a few years. This generates some mistrust but it has all the time in the world, and the patience
from the Clans towards newly-trained enginseers, since of a computer mind.
their loyalty is unknown, and sometimes leads to violent
encounters that must be solved by the Clan’s War Council. Meanwhile, it has gathered enough data on the
Raag to help its true owners conquer Heimis - or
whatever they want to do with the planet - once the
THE ETERNIA signal reaches them and they come get their ship
across the Labyrinth.
Unknown to most of Raag society, the origin of
the cult’s name is a ship, actually called the Eternia, What the Eternia does not know are two things:
which early enginseers recovered from Korian One, its creators are long extinct, their technology
wreckage centuries ago. abandoned long before the ship’s memory was re-
started by the Korian. Two, someone has gotten its
This ship was mostly intact when the Raag found signal - namely, the Ravager. And they are coming
it, and although they took years to open it and make to get it pretty soon.
it work, they soon learned to communicate with the
advanced AI that runs its systems.
The Raag Society
SHADOW COUNCILLOR ENGINSEER
Hexian 3 Defender
Level 3 :: Raag :: Astute Level 2 :: Raag :: Crafty
229
mov. 5 metres :: weight 130 kg :: height 215 cm mov. 5 metres :: weight 110 kg :: height 205 cm
5 6 0 - 5 5 0 8
Action (Mental). He suffers 3 neural damage and He can perform Hacking actions (causing 2 ACS
targets a character within 20 metres, with one advan- damage). Activated. He targets up to three pieces of
tage if his Faith is higher than his target’s, and reducing gear.
his target’s Mind by 1 per level of success until the end
of the scene. If his Mind is reduced below 1, he gains
absolute control over him. Repair Drones
Shadow councillors forbid the use of technology without In a society where technology is revered, having a scientifical-
the supervision of the Cult, and thus are responsi- ly inclined mind gives a Raag an important edge over its peers.
ble for bringing Raag progress to a standstill.
THE CLANS
Raag males are extremely territorial, and the strongest
among them don’t bend to the will of others easily. It was
inevitable that, when so many were forced to live in the
Surani, they fought for leadership. When the females put a
stop to the fighting, many alpha males decided to split off
and establish their own communities, each taking a large
number of eager followers. Thus, the clans were born.
weapons and food, although always under their own terms. Despite the event’s message of honour and brotherhood,
combats are quite brutal, and it’s common for an athlete
Ever since the Cult started gaining power, the Kimora to die during a match - which Raag society accepts as an
have tried to downplay them and limit their influence honourable death.
and status. The distrust the Kimora feel towards the Cult
and their dislike for technology are only increased by the Every year, however, a more brutal confronta-
232 knowledge that they both need to survive. tion takes place behind the combat matches and
bloody tournaments, as the Pride Games are also
For years, the Kimora have tried to find an alternative to an occasion for politics and espionage.
faith: core book
the Cult, but the Cult’s policy of fear within the High Council
has caused them to prohibit the sharing of knowledge and The Velada and Eferi take all the chances they
technology with other species. can to infiltrate the Kimora government and learn
as much as they can about them during the Pride
The Kimora are extremely careful when choosing engin- Games, and both the Noteri and Eferi have tried to
seers during the Culling, approaching only those who have sabotage the games at least twice. Sometimes,
proven their worth - and even then, they must pledge their more spies and agents die behind the scenes than
loyalty to the clan as soon as they enter it. Being chosen by on the playing field.
the Kimora is a great honour, however, and they never lack
enginseers among their ranks. It’s not rare for high ranking members of the
Noteri clan to hire bodyguards from the Human
species to be used as escorts throughout the
GAMAAR Games. Although Raags themselves could certainly
do the job, Human bodyguards add a layer of provo-
Gamaar is not the highest authority in the Kimora War cation and outrageousness that the clan enjoys.
Council, but he is certainly the Clan’s most popular warrior.
He would be Council Head if he had more political skills, but Additionally, the Kimora enginseers have
he doesn’t care about that; he only cares about honour and recently started using basic technological gadgets
protecting his people from their rivals - the Eferi Clan and to manage the event, a fact that will undoubtedly
the Shadow Council. lead to the hiring of Corvo hackers by other clans to
intercept and disrupt data.
Gamaar has clashed with the Surani High Council a couple
of times, mostly due to his staunch opposition to the Cult of Apart from the dreadful influence of inter-clan
Eternia. His radical position has kept him from a higher rank, politics, the Pride Games are a festive and lively
but his war feats against the Eferi and Noteri keep him in event that offers a rare chance for visitors from
the War Council, where he continues to fight for his Clan any species to enjoy Raag culture in a relatively safe
and its lands. environment.
The Raag Clans
GAMAAR KIMORA WARRIOR
Lone Wolf :: Unstoppable
Level 4 :: Raag :: Loyal Level 3 :: Raag :: Loyal
233
mov. 10 metres :: weight 125 kg :: height 215 cm mov. 5 metres :: weight 120 kg :: height 215 cm
8 5 3 8 6 4 2 8
Activated. The winner of this confrontation increas- His armour value cannot be reduced or ignored by
es their level of success to the next best level. plasma or neural weapons.
Gamaar is a very popular Kimora warrior. He’s more The warriors of the Kimora clan are renowned by their prowess
interested in action than politics, but would welcome in battle and their army is the strongest of all Raag clans.
incriminating evidence against the Cult.
EFERI Surani High Council, and she has chosen to bid her time until
she is a higher authority; then, and only then, does she plan
Secrets to Seek, Knowledge on acting against the Cult and the other Clans.
to Keep
The problem is, the Cult has her watched all the time and
The Eferi clan is both mysteri- have sent assassins against her twice, both times hidden
ous and powerful. It was founded among the Eferi enginseers. She stopped both assassina-
by members of the Shadow tion attempts by her own soulbending powers, but she
Council and, with the support needs outside help - someone without ties to either the
of the Cult, it quickly rose to Kimora, the Cult, or the High Council - to root out any more
become one of the most promi- assassins and help her against future Cult attempts.
nent and feared clans.
Cult have secured them a privileged status. They are led by The Sickness atrophies the muscles of the affected
a War Council composed mainly of enginseers, although the Raag, making the patient progressively weaker, smaller
number of warriors in it keeps rising. and frailer. A Raag affected by The Sickness can become as
small and thin as a Human, or even an Iz’kal - a disgusting,
It was through the Eferi that the Cult found a way to grow disturbing sight to the Raag. However, it does no further
and become something more than simple counsellors, harm, and the worst consequence that an affected person
234 advisors, and technicians. The Eferi became the means for must deal with - other than the loss of physical ability - is
the Cult to fulfil their ambitions and achieve their goals. It social stigma. In fact, Sickness patients actually live longer
allowed them to expand by growing apart from the Surani than normal Raag, which never stop growing in size and
faith: core book
and recruiting new members during the Culling, which in musculature, until they literally die from being so large,
time allowed them to command their own army and ice for- long before reaching old age.
tresses. But as the Eferi grew and became more complex,
differences between them and the Cult arose. The Eferi Clan Most specialists believe The Sickness was accidentally
was no longer comfortable being a lackey of the Cult. The brought to Eferi territory by some previously unknown
resulting power struggle hurt both groups, and they were pathogen, perhaps arrived on Heimis via space trade, and
forced to acknowledge that they needed each other, leading will eventually spread to other clans even though the
to a relationship where both were considered equals. outbreak was among the Eferi. However, many others
believe there is something wrong with Eferi genes - perhaps
Ever since the Eferi was founded, they have been in an excess of Enginseers, a genetic flaw passed down across
conflict with the Kimora, who look down on them and their the generations, or some lab experiment that went wrong.
ways, and believe the Eferi to be nothing but pawns of the
Cult. In turn, the Eferi wish to take out the Kimora, the only The Eferi War Council, meanwhile, is investigating
clan whose opinions carry more weight than those of the the possibility that The Sickness is a bio-warfare
Cult in the High Council, but they are aware of the risks of an attack from another clan. They suspect the Kimora
open battle with them, and for now, only small skirmishes - Eferi’s main rivals - as the Sickness threatens the
between ice fortresses have taken place. Eferi’s military strength; but there’s a stronger
chance that The Sickness was instead caused by
the Eferi’s closest allies, the Cult of Eternia itself.
SISTER DAGUN Besides a motivation, the Cult has the means to
create and weaponise an Eferi-targeted virus.
The leader of the Eferi War Council is Sister Dagun, an ex-
perienced and strong-willed Raag warrior and soulbender Since Cult agents have a strong information
of Kaliva. Like most Eferi leaders before her, she consid- network inside the Eferi government, and the Clan
ers herself an enemy of both the Kimora and the Shadow doesn’t trust the Kimora or the Raag High Council to
Council; unlike most Eferi leaders before her, she has been help them, the Eferi are currently looking for free
blessed by Kaliva with the necessary power to take out agents to help with clues or data on what caused
her enemies. However, she is also primed for a seat in the The Sickness, and how to cure it.
The Raag Clans
SISTER DAGUN EFERI SOULBENDER
Kalivan Prophet :: Unstoppable Kalivan 1
Level 4 :: Raag :: Crafty Level 2 :: Raag :: Aggressive
235
mov. 5 metres :: weight 115 kg :: height 215 cm mov. 5 metres :: weight 110 kg :: height 204 cm
She does not suffer neural damage from using He can perform Hacking actions (causing 2 ACS
Divine powers. damage). Activated. He gains one advantage OR causes
2 additional ACS damage.
She draws three cards at the beginning of the round. Action (Mental). He suffers 2 neural damage and
Whenever she or an ally are in a confrontation, they attacks a character within 20 metres and line of sight,
can play any of those cards instead of playing from the gaining one advantage if his Faith is higher than his
top of the deck. target’s, and causing 3 unpreventable neural damage.
This action can be confronted as a projectile.
Neural Spike II
A rising star among the Raag, Sister Dagun’s appoint- Eferi soulbenders’ Kaliva-granted powers allow
ment for the Surani High Council is all but certain. them to be extra cunning and devious. They may look
This has granted her many an enemy, though... brute, but their actions speak louder and wiser.
NOTERI CIVIL WAR
Blood Cries, Tears Bleed It’s a time of turmoil for the Noteri. After cen-
turies of being the Least Clan of Heimis, despised
The Noteri, the Least Clan of the by all other Raag and saddled with all the outcasts
Raag, is composed of outcasts. and rejects from the Surani’s Culling ceremony, the
Noteri have become civilised and organised enough
Raag that are not approached by to question their role as the butt of Raag society.
other clans during the Culling are Although their War Council maintains the tradition
always given the choice of joining the of ceremonial raiding and marauding as the Noteri
Noteri; those that accept understand way of life, many of the younger and stronger
the implications and the price they leaders are looking for a new way.
are paying for being part of the Least
Clan. They will be scorned by other Foremost among these new leaders is Taramis,
Clans for the rest of their lives, but they will also be feared: one of the Clan’s chief hunters, and a celeb-
The Noteri subsist by and for bloody raids against other rity among the Noteri people. Taramis lives by an
Clans, and even other species. unusual code - never to attack another Raag. He and
his warband raid only alien starships and colonies.
The Noteri favour smaller spaceships over the large ice This does not contradict Noteri tradition, but it does
fortresses, since they are more suitable for their savage prove that a new life - one where the Noteri are not
raids. They will attack isolated colonies and ice fortresses the enemy of other Raag - is possible.
of other clans, leaving no survivors and no evidence,
The Raag Clans
ensuring that no retaliation can be taken against them. Taramis’ warband has swelled in popularity and
Members of the Noteri are savage, ruthless, and fearless. membership in recent years, so much that he could
They respect nothing and will stop at nothing to survive. even challenge the Clan’s War Council if he wanted.
Both he and the War Council know it, but both
The Noteri don’t have any establishments on Heimis. refrain from moving against the other, for it would
Most of them live aboard their spaceships, and those that mean civil war. However, Taramis’ followers do
236 remain on Heimis will never stay in the same place for long, want things to change, and many other war leaders
so as to avoid being found by other Clans. Their lack of ice would like to challenge and replace the current War
fortresses and land means their survival depends solely Council; so, they are all waiting - or pushing - for
faith: core book
on the success of their raids; as their numbers grow they Taramis to make his move.
become more aggressive, and their hunger for power and
lust for battle leads them to more reckless raids, some of The most prominent of these groups is the True
them against planets of other species. Noteri Cult - a Kalivan sect that claims the Noteri
have rejected the ‘true way’ by allowing themselves
The Noteri have frequent dealings with the Corvo, who to become common killers instead of honourable
find their lack of honour very convenient. While they are warriors like the Kimora. The Cult is not popular
not as powerful as the Kimora, they are much more willing with the people or the government, which has
to do dirty work in exchange for new ships, new weapons already executed many of their number. However,
and a sizeable part of the loot. Taramis is a member of the cult and the people love
him. This could be the Cult’s first chance to oppose
the government and fight for their agenda with
VASHKA actual popular support.
She’s been called the most ruthless and bloodthirsty Then there’s Kurai, a War Council chief that has
Raag to ever live. She’s been called a traitor, a murderer and always campaigned for ‘the dignity of the Noteri’,
a beast. She’s proud of all of it, and intends to build a worse and repeatedly proposed a law to block all volun-
reputation before she dies, hopefully in a hail of plasma fire tary clan memberships. He strongly believes the
as she leaps into battle. She’s Vashka, War Council Head clan would benefit from showing the Raag High
of the Noteri marauders and captain commander of the Council that the Noteri are not willing to harbour
Blizzard, the largest and most dangerous ice fortress of all the other clans’ outcasts and rejects anymore.
the Raag clans. However, this would mean changing the Noteri
murdering ways, too, so Vashka and her support-
Vashka is one of the most feared murderers in known ers have always opposed Kurai. If Taramis moved
space, and many people would like - and pay handsome against the government, Kurai would side with him.
rewards - to see her captured, or better yet, killed with all
her crew. In short, it’s not a matter of whether civil war will
happen, but of when and how…
The Raag Clans
VASHKA NOTERI PIRATE
Unstoppable
Level 4 :: Raag :: Malicious Level 2 :: Raag :: Reckless
237
mov. 5 metres :: weight 118 kg :: height 213 cm mov. 5 metres :: weight 121 kg :: height 215 cm
8 4 2 - 5 4 1 8
Her armour value cannot be reduced or ignored by Discard 1 ACS damage during each maintenace phase.
plasma or neural weapons. Ghost. Activated. She gains Activated. Gain one advantage and 1 base damage, then
two advantages towards agility actions. suffer 3 ACS damage.
Enraged Bloodthirsty
When she reaches negative health, she doesn’t die If he causes damage to an enemy character, he gains
and she ignores damage penalties. If she is damaged one advantage towards his next action.
again, she dies.
Berserker
A madwoman, a murderer, a traitor, a beast. That’s The Noteri, the outcast Raag clan, is rife with bullied
the legacy Vashka nurtures every day; those are bullies who rejoice in dirty deeds, bloody trails and
the words she wants to be remembered for. actions motivated by sheer survival instinct.
VELADA
Build, Command and that wants to either help or prevent Fraaga’s assas-
Prosper sination, depending on whether he wants to work
for the Velada or the Shadow Council.
The Velada is the most
populous clan of Heimis,
with a membership THE SLAVERY RING
reaching almost one-third
of the Raag population. It has long been rumoured that the Corvo Tong
Members of the Velada crime gangs operate a Raag slavery ring, kidnapping
are hard-working and non- Raag of all ages and genders to be sold as workers
violent for Raag standards; or gladiators.
most of them work as
builders, artisans, or farmers. Despite having a sizeable What nobody knows or expects is that the Corvo
army, they show little interest in warfare and use it only to slavers could have the help of a Raag clan.
protect their cities, especially from Noteri raids; although,
being the largest clan means that they will be the target of As it turns out, the Raag slavery ring exists, main-
most other clans at one point or another. This has led them tained by the Corvo Zhui Tong - but its leadership
to have frequent dealings with the Kimora, who will offer also includes several members of the Velada War
additional protection to their fleets and cities in exchange Council. These politicians pay the war chiefs under
for the services of their builders and artisans. them to look the other way, or even lend a hand,
The Raag Clans
5 7 0 8 5 3 1 8
He can perform Hacking actions (causing 2 ACS This attack causes half its damage rounded down
damage). Instant. He suffers up to 2 neural damage as neural damage and the rest as physical damage.
and gains as many advantages towards all his Hacking Characters damaged by this attack suffer one point of
actions this round. unpreventable damage each maintenance phase until
they spend a Round without becoming Spent, or they
Materialist Dialectics are the target of a successful Medical action.
He gains one advantage towards social interactions.
He can only be convinced with facts. He is immune to Repair Drones
dialectics, and he gains one advantage to determine Activated. He removes 2 ACS damage from a char-
whether something has been fact checked. acter or piece of gear up to 10 metres away.
Inner Focus
Fraaga has been earmarked for death by the Cult Outside enginseers, Raag technology is pretty primitive by
of Eternia. Why? He’s the brightest Raag scien- universal standards. Primitive stuff can be deadly, though.
tist outside the walls of the reclusive cult.
JINO THE WHITE WHALE
Always After the Next Star The White Whale is one of the largest and fastest ice for-
tresses in space. Manned by dozens of brave Raag explor-
The Jino is a small clan of explor- ers, it roams the edges of the Labyrinth in search of new
ers. Its members are adventurous, worlds and discoveries to bring back to their world.
curious, and so peaceful that most
of them are allowed to remain in The Whale’s commander, Captain Dozar, is one of
the Surani during their childhood - a the boldest adventurers of the Raag species, and he
time when most Raag are forced to will take anyone to join his crew, be it Human, Iz’kal
leave the Surani due to their violent or even Corvo. He’ll even accept Raag of other clans
behaviour. Despite that, most Jino as long as they behave and share his passion for
members freely choose to leave discovery and good stories.
the Surani so as to venture into the
depths of the Crystal Abyss, the network of underground Other clans see Dozar with a mixture of respect
tunnels and caves beneath their planet, their curiosity and scepticism. His dubious role in the Kuura Crystal
driving them to explore the world around them. Bright and trade has risen some eyebrows, but no evidence of
curious, many of those who are chosen to be Jino have been any wrongdoing has emerged so far...
trained by the Cult.
Most of the Jino live aboard small ice fortresses, and THE KUURA CRYSTAL TRADE
those that remain on Heimis live in small towns near the
The Raag Clans
Surani. Their ice fortresses will be gone for years at a time, When the Raag began leaving their planet and making
travelling deeper into the Labyrinth than any other species contact with other species, these species discovered one of
has ever travelled. They are the only clan that has a close the rarest, most valuable precious stones in the universe:
and friendly relation with the Iz’kal, with whom they trade Kuura crystals, which so far have been found only in Heimis.
knowledge of the Labyrinth in exchange for advanced
navigation technology and spaceships. Sometimes, they Although the Raag don’t value Kuura crystals that much,
240 will take groups of Iz’kal explorers and scientists on their they fetch outrageous prices in the Corvo markets and
travels, and some of their members have spent short are very valued by Iz’kal researchers. As a result, Kuura
periods living in the State. shipments have become an increasingly important market
faith: core book
8 5 1 8 4 4 1 8
Unhinged Nanohooks
Activated. He gains one advantage towards his She can climb walls and ceilings and move around as
action. If he fails, the action of his opponent is consid- if they were the ground.
ered a critical success regardless of action values.
His unconfronted running actions are considered She gains one advantage towards hiding and search-
passive, and his next Close Quarters action gains one ing actions, and always has a detailed map of the sur-
advantage and causes 1 additional damage. rounding exterior area.
He is brave, adventurous, smart, and kind. The perfect leader The kuura crystals found in Heimis fetch outrageous
to help you discover the universe from a Raag ice fortress. prices in the Corvosphere and Jino explorers are
at the forefront of this highly profitable trade.
CULTURE
The Raag’s cultural values have remained practically the After the sanctification of the Surani, the Grandsisters
same for the thousands of years the species has existed. of the High Council were blessed by Ergon, and indeed He
Despite their mastery of space travel, the Raag remain saw the pacifying of the Gladiators as a great deed, for he
a mostly tribal culture and still live by warrior clan laws blessed the first women of the Council with great Ergonaut
despite their access to Korian technology. soulbender powers. Afterwards, the High Council opened
Ergon worship to all Raag, which some Clans have accepted
If anything, the Raag seem to be divided between a great more than others. Raag religion is organised as follows:
majority that looks upon technology with fear and awe -
afraid of its power as if it was magic - a growing minority The Kimora worship Ergon and Kaliva in roughly equal
that tries to accept advanced devices as simple parts of measure; the Eferi worship Hexia, with some Ledger wor-
everyday life, and enginseers as simple members of Raag shippers rumoured among the population; the Noteri uni-
society like everyone else. versally worship Kaliva; the Velada worship mostly Ergon,
but greatly favour Hexia and His Soulbenders; and the Jino
The difference is not officially acknowledged by the still worship Kaliva out of tradition but most have turned to
Raag in general, but it is, as always, a gap between the Vexal, who is the Clan’s actual patron God.
old-fashioned and the new. Traditionalist Raag still follow
ancient rituals and live by antiquated honour codes, while
‘modernist’ Raag try to give less importance to old super- RAAG SOULBENDERS
stitions and fears, although they are both very much part
The Raag Culture
of the same culture. The Raag have the smallest rate of soulbending individu-
als of any species, but their Kalivan soulbenders tend to be
strong and powerful, and many Hexian enginseers-soul-
PHILOSOPHY benders have achieved greatness and fame outside Heimis.
242 The Raag don’t have a philosophy per se, but their system ARTS AND CRAFTS
of values is very clear and simple: The strong survive and
the weak die, and unity breeds strength. Raag form clans
faith: core book
and tribes to foster that sense of unity and help each other The Raag don’t place value on aesthetics, but they have
survive, making each other stronger. a rich crafting tradition mostly tied to spiritual and ritual
significance. They symbolically wear precarious jewellery
Ironically, it is the same tendency to form clans and bands such as carved bone pieces, leather straps or small metal
in the name of unity what breeds its opposite, as loyalty to bits, which each Clan crafts according to their own tradition.
one’s people means competition for resources against the
people next door. And since the Raag value strength as the
cardinal virtue for survival, they have no problem enforc- THE SECRET WORKSHOP
ing that credo by testing their strength against each other.
All crafts involving advanced engineering are still
The Raag place no intrinsic value on material possessions mostly unknown in Raag society, as all science and
or aesthetics, so they shun all kinds of luxury, focusing on technology is reserved to the enginseers; however,
what helps them stay alive. Food and shelter are valuable, a small group of radicals from the Velada Clan
but the food’s taste or the shelter’s beauty are irrelevant. has begun experimenting with reverse-engineered
devices from the Cult, just as the Cult reverse-
engineered Korian artefacts in their time. This small
RELIGION AND group calls itself the Secret Workshop, and meets
The Raag universally revered Kaliva for most of their So far, the Secret Workshop is mostly a hobby
history. After they recovered the first Korian artifacts and its creations are little more than functional
and the Cult was born, the Shadow Council established an experiments, but functional nonetheless, and there
organised church of Hexia, which has become the official could be great repercussions if the Cult or the
religion of the Cult of Eternia - even though the ship revealed Velada Council - or anyone else in Raag society for
that the Korian revered Kaliva as well. that matter - learned that non-enginseers are suc-
cessfully building advanced devices.
TECHNOLOGY
At the beginning, all Raag technology was acquired or Enginseers are extremely important in Raag society,
derived from the Korian, although the Raag gave it different regarded with more respect and fear than the greatest
uses and developed it to their own needs. While the Korian warriors or even War Council members.
let their tech do their conquering and warfare for them, and
the Iz’kal had centuries of leisure time to fully comprehend Most enginseers belong to the Cult of Eternia, which
its secrets for such goals as genetic manipulation and strives to control all of them from its headquarters at the
weather control, the Raag have used it mostly to build and Surani; however, in what was the single mightiest blow to
expand, creating fortresses, spaceships and living space. the Cult’s power in all its history, the High Council ruled
that enginseers could freely switch their allegiance from
As the centuries went on and the Raag made contact with the Cult to the Clans that recruited them. This has allowed
other species, they began trading new technology with the for many enginseers to freely impart their knowledge to
Corvo and Iz’kal, who sold them devices that were already others; however, social taboo still runs strong, and most
built and fit for modern living needs. However, there’s an Raag still fear technology and would never think of learning
obstacle to the Raag’s technification. it without the approval of the Cult.
Raag culture sees technology as an unexplained, arcane Ironically, and despite the great status and power they
gift, and this has affected their ability to understand and use enjoy in Raag society, enginseers have very little real sci-
both the Korian legacy and the devices acquired from other entific or engineering knowledge when compared to any
asteroids, ice fortresses can carry thousands of Raag on drillers are nonetheless equipped with high-energy plasma
a single trip, which makes them one of the most fearsome guns and a missile battery; but their main tactic is to attach
war vessels in the universe despite their relatively primitive to larger ships and drop a small team of Raag infiltrators to
manufacture. commandeer them.
To build an ice fortress, the Raag send an engineering rig Hammerships are large Raag battleships. They’re
and a working team to one of the asteroids around their smaller than a battlecruiser but larger than a single-pilot
planet; there, they drill and build engines, crew quarters, fighter, using the same tactic as drillers (except they attack
and cockpits directly on the rock. by ramming a hole on a ship’s hull, through which a full
squad of war-frenzied Raag will drop, guns blazing, on the
The result is a manned, controlled, self-propelled hapless enemy crew).
asteroid with space flight capabilities. They are called ‘ice
fortresses’ because of the hoarfrost that tends to form Trade Carriers are large civilian ships. While well-armed
on their rocky surfaces during trips, making them look - as all Raag vessels are - they are not optimised for
like gigantic floating icebergs. ‘Bearded giants’, the Human combat, but for carrying large loads, be it trade goods or
poet Naxo Orrigan called them, inspired by their peculiar passengers.
appearance. The truth is that there are as many different
designs and shapes of these gigantic vehicles as there are An average trade carrier fits around 20,000 passengers,
ice fortresses themselves. half that many metric tons of cargo, or a mix of both. Many
trade carriers are simply ice fortresses used as commer-
Some Raag shipbuilders seek specific asteroids with cial transports, but there are also many other, original and
certain mineral compositions that allow them to be mined korian-based, trade carrier designs.
as they travel, thus resulting on ice fortresses that are
their own fuel source.
The Raag have evolved very little from when their THE KORIAN DOMAIN
species first appeared on Heimis, their home planet, as
biped hunter-gatherers that in turn came from an unknown
ancestor - one that xenobiologists have not yet identified, To the Korian, an aggressive and unsophisticated raider
nor whether it was a mammalian, reptilian or some previ- species on a permanent trip through space in search of
The Raag History
ously unknown classification. other creatures and worlds to conquer, Heimis was but a
useless frozen wasteland, but they found the strong, hardy
The earliest known remains of the modern Raag species Raag species to be a promising slave breed.
date from just over a half million years ago, and scientists
assume their society was indeed almost the same as the To the Raag, the Korian seemed like demonic creatures
current one. The Raag themselves have no recorded history, out of the dark sky, blasting the earth from their flying
246 save for oral tradition rife with stories of wars and heroes, monsters, besting their greatest warriors effortlessly and
where ‘good guys’ are always the ones who killed more taking their people away to some dark hellish realm beyond
enemies - a moral that very likely matches the daily life the world.
faith: core book
of ancient Raag
tribes. At first the Raag resisted, but the strength and skill of
the best Raag warriors amounted to nothing against Korian
weapons and vehicles. The Raag were decimated, routed
and taken as slaves as the Korian saw fit.
a status that would have been unthinkable otherwise. The The Sura felt threatened by the rise of the Cult and
Cult progressively became more secretive and protective distrusted their ways and newly found magic, but they
of Eternia, and even kept its existence hidden from most of could not deny their usefulness, and so they endured their
its own members. arrogant attitude… for a while.
The Sura leaders - or Gjalla herself, according to legend - At the centre of this union the Surani remained, still
called this place the Surani - the Place of Gathering - which neutral ground, but now ruled by the council of matriarchs
gradually became the new society’s administrative centre. who had enforced peace. They very explicitly stated power
was theirs, not the Shadow Council’s - an edict that hurt
Despite Gjalla’s unifying influence, the enginseers began the Cult, but appeased the Clan leaders - and formed a
taking control of the Surani while the gladiators left the High Council of elders, or Grandsisters as they came to be
place alone, not only because of their power and secrets called, that became the ultimate authority over every Raag
but also by virtue of simply living there. Many gladiators and Clan.
returned home and turned their wrath from the Korian to
the Cult, which made other gladiators try to replace them The High Council was given veto power on all decisions
in the Sura, which led to other factions rising to defend the taken by the Clans as a way to ensure the survival of the
Cult. Infighting began again, threatening to break the peace species. They were then charged with the administration
and stability the Surani had come to be known for. Some and well-being of the Surani and all the Raag living in it.
THE UPRISING their respective Clans, fighting among themselves and
trying to find a balance between their tribal traditions and
the growing use of any technology allowed by the Cult.
As the Raag reorganised their society, something
happened light-years away from Heimis that would change
the life of both the Raag and Korian species. The Iz’kal, THE RAAG SPACE AGE
another slave species of the Korian, had learned to use their
technology against them, and were now in open rebellion.
Around 700 or 800 years after the Uprising, the Iz’kal
The Raag of Heimis didn’t know what happened until began to come. They sent a huge, peaceful delegation first,
decades later, but the Iz’kal won the war, kept the Korian meant to re-establish contact with the Raag and claiming to
technology they had mastered, and exterminated every be the ancient race that had helped them defeat the Korian.
single Korian they could find. Very few Raag cared or even understood what they meant,
but the High Council greeted the newcomers as friends
Suddenly, no Korian came to retake the training camps, anyway, as they came in peace and apparently respected
or to hunt for new slaves. No new gladiators were recruit- the Raag for their help against the Korian. Then the Iz’kal
ed, nobody came to rebuild the breeding fields. Nobody sent a few more diplomatic missions, but the Raag still
replaced the few Korian that remained and were killed by greeted them rather coldly. In time they got used to each
the Raag. other, and the Raag of Heimis seemed to finally accept the
ancient species that had helped them wipe the Korian out
For centuries, the Raag had no reliable news of what had were one and the same with these newcomers. The Iz’kal
happened. Every few years or decades, some Raag that had became a relatively common sight at certain Kuraimas,
The Raag History
been Korian slaves in space for most of their lives returned especially the Jino, and even gave the Raag a few tips on
to Heimis, with exaggerated and often contradicting stories building their own technology - which the Cult immediately
about the great army that had wiped out the Korian. Many seized, of course.
said they had fought the Korian alongside another species,
one that wielded technology as if they were all enginseers; After the Iz’kal found Heimis, the advanced technology
some said this species was weak and frail, while others said brought by their allies allowed the Raag to expand their
250 that it was strong and supreme. Some said the Raag had civilisation and become far more numerous than they had
helped this people rise against the Korian, and others said ever been before. The population became too large for the
these people had stood against the Raag as well. One thing barren planet, and starvation became a real threat. For the
faith: core book
was sure: the Korian were no more. first time, the High Council, the different War Councils, and
the Shadow Council came together to determine a solution
Surprisingly, the news had little effect on Raag society to the problem. After a long discussion, it was decided that
as it stood now - the sanctification of they would attempt to turn the asteroid belt around Heimis
the Surani and exodus of the Clans into floating citadels that would roam the galaxy in search
turned out to be a stable, working of food and other goods that were needed planetside. For
system, and most Raag were the next few years, all able hands were employed for the
happy with it. The notable excep- task, and every large spaceship left by the Korian was
tion was the Cult of Eternia, which dismantled for parts that would later be installed on the
for many centuries had no new asteroids. The result was a fleet of giant spaceships the
technology to keep from their size of cities, each capable of harbouring hundreds of thou-
kin, and their power and influ- sands of Raag. Every clan was given command over a few
ence became stagnant. Tech- of the fortresses and sent into the unknown. They would
nology was still revered, but come back every few years, their stores full of supplies
enginseers became more essential for the survival of the inhabitants of the planet.
common and focused
less on arcane rites and The ice fortresses have allowed the Raag to survive and
more on building the prosper, despite the harsh conditions of their home planet.
infrastructure of Clan Each clan is responsible for the maintenance of their own
territories and improving ice fortresses, which is one of the main reasons why the
Raag civilisation. enginseers, who are the only ones capable of repairing
them, are still held in such high esteem.
During nearly a
millennia after the After the Ice Fortresses, the Raag saw the need for
Uprising, the Raag further exploration and travel. They built other kinds of
remained as they spaceships, with which they have entered interplanetary
were - loyal to society and fully joined the ranks of starfaring civilisations.
the Surani and
FOREIGN AFFAIRS
The Raag are the least numerous of starfaring species, Even so, the Surani High Council, wary of the intentions of
and their presence in outer space is relatively minor the Corvo, imposed severe restrictions on trade with them
because of their limited reproductive possibilities and less for all Clans. It’s no surprise that the Cult supports this,
advanced technology. seeing as they’re afraid to lose their power and influence
to alien technology.
They have very few settlements outside their home-
world of Heimis, but the immense majority of Raag still live
on the planet; most of their starships return there to bring HUMANS
what they have traded and discovered in their travels.
While commerce between them is not uncommon, and Many Raag now even live in moving ice fortresses, con-
there have been instances when they have collaborated stantly waging wars on each other. They use comets and
and helped each other, they keep to themselves most of the asteroids as the foundation for their fortresses and equip
time. them with weapons, hangars, and propulsion systems
that they gathered from the Korian during the previous
centuries.
CORVO Tiantang hosts one of the largest Raag diasporas in the
universe, formed by members of all clans that were part of
Ever since they came across the Raag, the Corvo have a rare agreement between The Union and the High Council.
tried to impose their market system on them. Despite their This pact, that had the Kuura crystals as background, led to
best efforts, the Raag have shown little interest in most the construction of several Gyro-Zhan units by Raag opera-
of what the Corvo have for trade, particularly because tives and, while the results were positive, it was a one-off
the Corvo have all but forgotten the basic survival needs cul-de-sac.
the Raag still live for, and because the Raag barely have a
concept of the complex economy the Corvo offer. Now, the group of Raag living in the Corvo capital has sta-
bilised. They enjoy a quiet life performing low-tech jobs and
Only The Union Megacorp has been able to secure a stable maintaining, to their best of their capacity, Raag customs
business relationship with the Raag by trading old and and culture independently from both their former clans and
heavy weaponry in exchange for Kuura crystals, strange the High Council in their district, known as Little Heimis or
Korian artifacts, and Raag mercenaries. Raagtown.
The Raag Planet
252
faith: core book
MONSTER RAIDS
Icestalkers, underground giant worms and other beasts
still roam the Heimis wilderness, and many are large
enough to attack Raag settlements and roads openly. Raag
warriors repel most of these monster raids easily, but
some manage to eat some Raag citizens before being killed
or driven away.
ICESTALKERS
These fearsome creatures are the apex predator of
Heimis. They can be found in almost every region of the
surface, as their natural weapons and cold resistance make
them all but unbeatable in the food chain - save for the
Raag, who hunt icestalkers for defence, honour, and fun.
at the sole idea of going outdoors. Now, Corvo and Iz’kal Enginseers are only allowed into Kimora territory if
employers always make sure to provide crash courses for they prove their allegiance to the Clan and don’t belong to
their Raag crewmembers and tourists, as nobody wants a the Shadow Council’s Cult - which is vetoed from operat-
fear-crazed Raag smashing his office or starship. ing within Kimora. As a result, Kimora is not as advanced
technologically as the Kuraima of other Clans, but its tra-
ditional defences have always been more than enough to
254 THE SURANI fend off any attack, not because their technology is better,
but because they have the best soldiers to man them;
The Surani, sacred ground of the Raag and cradle of their the Kimora army is known for their unsurpassed bravery,
faith: core book
civilisation, is an area comprising hundreds of kilometres tactical acumen, and unwavering loyalty to the Clan.
of underground caves, that the first Raag tribes declared
neutral ground to try and solve disputes without blood- EFERI
shed. Soon, ‘neutral’ became ‘hallowed’, and the Surani
became a place for the Raag to be at peace - to learn, to The Eferi Kuraima has the least population density of
build, to craft, even for Raag mothers to bear their children. Heimis. Numbering only a few million, the clan owns the
The Surani is the largest sovereign territory in Heimis and second largest land area of the planet, and has modernised
the closest the Raag culture has to a government centre. it to levels unknown to any other Raag. The Eferi Kuraima
has advanced cities, security systems, ventilation, electric-
The Surani is ruled by the High Council of Heimis, the ity and irrigation tunnels, pipelines, fuel lines, and even
governing body of the Raag civilisation. As it is a sacred streets and vehicles in their largest cities.
territory in which no fighting is allowed, members of the
different clans meet here to barter and negotiate. This is The Cult of Eternia has an embassy at Eferi; it used to
where children are raised and where they live until they be the Kuraima’s power centre, but its authority was later
take part in the Culling, the trial of adulthood that allows reduced to a simple outpost for Cult affairs. Nonetheless,
them to demonstrate their worth and earn their place in one Eferi is where the Cult is strongest in all Heimis, and its
of the great clans. The Surani is located in the heart of the members are considered citizens of the Kuraima by default.
Crystal Abyss, deep within the frozen crust of Heimis, and
extends over a vast area that holds several Raag settle- NOTERI
ments, some reaching thousands of inhabitants.
The Noteri Kuraima is the smallest on Heimis, limited to
Everyone who is not a tribe member or assigned to a Raag a few kilometres of spaceports, landing pads and supply
starship (and some who are), is a citizen of the Surani. This stations. The reason for this is that most of the Noteri clan
includes clan rejects, child rearers, trainers and authority is nomadic, spending their lives onboard raiding spaceships,
figures from spiritual teachers to enginseers, their cult and and returning to their Kuraima only to touch base, resupply
their shadow council, and of course the Raag High Council and leave again. There is housing for thousands of families
itself. In all, an estimated 1-2 million Raag live in the Surani, whose brothers, sisters or mothers spend months or years
not counting the children in training.
in space, but otherwise the Noteri Kuraima is but a stop in
the way for the Clan’s space flights.
VELADA
The Velada Kuraima is the largest, safest and most popu-
lated in Heimis, with several hundred million inhabitants
distributed among large, prosperous cities that, while not
as advanced as those of Eferi, are a far cry from the clan
huts of traditional, rural Raag tribes.
many ways. At the top of the pyramid, a very strict High Prof. 5: Warrior/Enginseer 20,000 cr.
Council dictates universal laws as would ancient kings. On Prof. 6: Warrior/Enginseer 40,000 cr.
its right hand, the Cult of Eternia exerts their powerful influ- Prof. 7: Warrior/Enginseer 80,000 cr.
ence, resembling the Church. Below both lie the Warlords, Prof. 8: Champion 120,000 cr.
who are close in nature to the ancient nobility although with Prof. 9: Champion 150,000 cr.
a higher degree of social mobility. Then come the warriors
and the enginseers, who parallel knights and priests and The social status of a clanmate is tied to their Profession,
enjoy some privileges while enduring many hardships. and it can only go up when and if they improve their Profes-
Finally, and below all, drudges (peasants) and servants are sion. If their social status is reduced for any reason, their
Playing as a Clanmate
the main sources of workforce and cannon fodder. Profession will be reduced to the highest Profession value
of their new status.
These layers of society are rigid and the hierarchy is
strictly vertical, but there’s a certain degree of social
mobility between them. Hard work, due diligence, and SOCIAL STATUSES
earned respect can go a long way to ensure one’s success.
SERVANT
256 CHARACTER’S You are the scum of Heimis. You weren’t cho-
ECONOMY sen in your Culling, or you are a criminal. You
faith: core book
Playing as a Clanmate
WARRIOR OR ENGINSEER ASSEMBLING A WARBAND
You live comfortable life in private living quar- A Champion can assemble a warband composed by as
ters, and enjoy a certain look of envy from your many lower status characters as their Profession. Those
lesser clanmates, but it can quickly turn into a characters are considered their entourage, bodyguards,
call to arms that will place you at the forefront close advisors, servants, or other suitable position depend-
of war. Your privileges are many, but so are ing on their respective social status. They don’t need to
your responsibilities. work to maintain their status, but their Champion can give 257
them responsibilities and orders they must follow if they
CHAMPION
You are at the higher part of the societal pyra-
mid, second only to chieftains and Councillors.
You enjoy an idle life but can entertain yourself
with the odd quest.
tic and prone to hive reasoning. Even the Corvo, who for all xenoscientists, as Humans are physically a much less
intents and purposes are their patron race, have a hard time adaptable species than Corvo, until they realised the key
understanding Humans completely. to Human adaptability - and their overall behaviour - is not
their physiology but their brain capacity.
260
faith: core book
ANATOMY AND of thinking new strategies almost unconsciously. This
Humans are sexual-reproducing mammals. They have Humans are also far stronger than most other sentient
four limbs - two arms and two legs - smooth scaleless species, save the Raag; it’s theorised this is due to their
skins, and patches of hair covering seemingly arbitrary species’ evolution towards tool and weapon manipulation.
spots of their bodies. Their skulls have two eyes, two As the saying goes, ‘the best place for a weapon is a Human
external ears, a protruding nose organ and a mouth with hand’ - and science backs the saying.
shifting lips and blunt teeth. Their reproductive organs are
visible in plain sight.
LIFE CYCLE
Humans are exclusive air-breathers, and their lungs
require a very specific combination of oxygen and other
gases, being unable to breathe in many atmospheres Humans reproduce sexually; after the female is ferti-
outside Earth. Unlike other species, they die within minutes lised, she carries the foetus for forty weeks before giving
of oxygen deprivation, and within hours of exposition to birth. Multiple births (mostly twins) are rare but possible.
temperature extremes. They are able to draw nourishment Human newborns are the most fragile in nature, requiring
from several types of organic matter, although their organ- constant care and observation for their first five years of
isms are not optimised for a truly omnivorous diet. life, longer than any living species on record.
261
importance they give to their emotions. For Humans, basic used the most common Human names they found in the
sensations such as love, desire, hunger, fear, and even the databases to name themselves while communicating
will to create things, seem governed by emotion rather with earthlings. These names were Chinese. Since then,
than simple survival. we Humans always use chinese names for the Corvo. An
extension of Corvo translation software can automatically
For example, they mainly copulate not to reproduce, but generate a Chinese name when Corvo tell their name to
to somehow satisfy their emotional needs; and they histri- Humans. By the same token, Human names are translated
262 onically express their emotional pleasure with such simple to a language the Corvo understand.
acts as eating or resting. A Human can, and will easily, fall
into violent rampages for an insult, or risk his life and those Similarly, when Humans meet the Iz’kal and the Raag for
faith: core book
of others for purely abstract reasons, such as ‘the right the first time they ran their names into the same software.
thing to do’, or imaginary feelings such as ‘loving’ a specific The first Iz’kal-Human meeting took place in a diplo-
individual or thing above everyone and everything else. matic mission in Erthum, and the desertic planet reminded
Humans of the deserts in the Middle East, so they chose
Many xenoscientists theorised that such unpredict- arabic names for the Iz’kal. Following suit, the Raag were
able impulses would hinder the Humans’ military use; assigned Inuit names due to their frozen home planet.
surprisingly, it turned out that it actually improves their
SOCIETY
“At one time in the world, there were woods the Corvo on their offer, and became a starfaring, merce-
that no one owned.” nary race, hired by the Corvo as soldiers and guards. Cur-
rently, there are basically three Human societies.
- Cormac McCarthy, Human writer
Earthlings, or wasters, are Humans from Earth, which
Humans used to have a successful and thriving planet- live in a dog-eat-dog environment of wasteland survival-
spanning society, but it was destroyed by a world war cen- ists; a rural, hunter-gatherer culture that struggles for
turies before the Corvo discovered Earth. What remains of survival among the ancient ruins of their civilisation. Earth-
Human society is a savage world of survivalist tribes and lings are violent, hardy and dangerous, like their world, and
isolated settlements, with no government other than petty have been fighting each other to survive for the last five
tyrants and warlords that compete for the borders of a centuries.
wasteland.
Urban Humans, or Urbanites, are Earthlings that have
After the Corvo arrived, Human society changed entirely; moved into one of the Corvo modernised settlements on
the Corvo offered employment, equipment, patronage and Earth. The Corvo take reasonably good care of Urbanites,
the possibility to go to space. Millions of Humans took up giving them shelter, food and money for nominal jobs and
Sergeant Sullivan
Sergeant Sullivan was happy. except for the three drunkards singing an old song in an
armoury far away.
He was working for the Corvo, and he missed his times
as a hired gun for the Iz’kal a little less every day. He did But that night, Sergeant Sullivan did not think about such
not like the Iz’kal ways. It was damning enough to bear day things. He was deeply engrossed in reliving one of the most
after day of gunshot hell, from trenches unknown, fighting intense missions of Qadinkral. It was a story about a Human
an unseen enemy, but the thing that Sullivan found most - a rare occurrence.
deplorable about the Iz´kal was the fact that, for them,
fighting was not enough: they wanted to convince you that A noble brother who had lost his life between the arms
you were doing the right thing. As if a piece of bread to eat of Qadinkral, sacrificing himself for the greater good.
was not enough! Droning mass speeches about the cause, How glorious it must be to become immortalized in Corvo
and how they were on the right. Banners and anthems culture. A brother was raised as a Titan, on The Night of
dotted the base, displaying answers to dilemmas he never the Titans.
had. So many that, more often than not, he was glad to be
unlearned. Maybe, one day, he could be like
that brother. He could become
He despised living with the continuous feeling that he immortal.
was being brainwashed. He struggled to understand why
The truth was that he was not going to let the Corvo
brainwash him any time soon. He knew that hundreds of
Humans had perished behind each of the heroes’ triumphs.
He was aware that they were vacuous stories, filled with
half-truths and double lies, manufactured to make the
Corvo’s wars the stuff of legend. He did not buy it, but in
spite of everything, they were fun. They were bloody en-
tertaining, even. And certainly more effective than alcohol!
When Humans join the Corvosphere - either the Corvo Some Humans have tried to establish their own independ-
protection facilities on Earth or the Corvo armies in space - ent states inside the Corvosphere, but they just don’t have
they automatically have a special status, as the Megacorps the numbers or resources to achieve it, and these small
pay them more for less work, regardless of their position. political entities always end up disbanding almost as soon
by his legend.
The Human Front doesn’t generally consider members of
other species as true Fronters, but it is willing to hire non- Sada is an idealistic revolutionary, believing in a govern-
Humans for temporary or freelance tasks. After all, there ment of the people for the people, and has never accepted
are still places that only a Corvo or an Iz’kal can reach. any kind of authority over the Human Front. She, however,
is the Front’s most popular leader today, partly because of
Being a large organisation persecuted by all, the Human her lineage and also because of her honesty and charisma.
Front must keep on the run, and Fronters remain scattered
throughout the Labyrinth. As a result, the Human Front Despite this, Sada has done little to capitalise on her
does not always follow a single consistent line of thought. prestige or join the separatist Human Front factions;
While some factions within the organization are trying to this has gained her some criticism from friends and foes
establish truces with the Corvo, other factions might be alike, who would like her to take a more hands-on role on
blowing up their mining colonies. This means the Human the leadership of the organisation. She, however, firmly
Front has not made that much progress towards the believes in self-governance, and in letting the Human Front
liberation of its people - many Humans do not agree with decide what it wants to be by itself. Meanwhile, she is still
them openly, as their behaviour has increased the levels of hoping to, someday, find Earth to give back to her people.
anti-Human sentiment in the Corvosphere. This, added to
the Megacorps’ terror campaign about the Human Front, is In fact, Sada is constantly seeking valiant agents to help
slowly building up into widespread interspecies tension, and her in her search. There’s always some new clue or some
could eventually escalate into a full, bloody, Corvosphere- new contact somewhere in Tiantang or the colonies, and
wide Human-Corvo conflict. she cannot check any of them in person; she needs someone
else to do it. If any of these clues or contacts came through,
she may find the lead she needs to find Earth - and would be
BEHIND THE FRONT very happy with the agents that helped her get it.
6 5 3 4 5 3 2
Plasma weapon 2 (It ignores 2 points of armour). It He can move flying, and he gains one advantage
can perform suppressive fire actions. towards agility actions.
Charismatic Charge II
She gains one advantage towards social interactions His unconfronted running actions are considered
when using her voice. passive, and his next Close Quarters action gains one
advantage and causes 1 additional damage.
Persuasive
Thamp is the idealistic head of the Human Front. Commander DeFort read the phrase “the means
Despite being overwhelmed by her father’s legacy, justify the end” on an old Human book, and he hasn’t
she puts on a brave face and leads with aplomb. stopped using it at every chance he gets.
Bold’s covert mission to find Earth in non-Corvo space. She it’s no longer strong enough to stop or control Humans.
remains a dreamer, and to her critics, a blind idealist; but For DeFort, terrorism is a perfectly acceptable means to
she understands her own flaws and has chosen to live - and this end, on the rationale that Corvo economic practices,
lead - with them. shielded behind legality, impose a much worse violence on
the lower classes. For DeFort, the Corvo society is a hypo-
critical tyranny disguised as free market, and the Iz’kal are
YASON ZARK no better with their totalitarian dictatorship; DeFort intends
to crush both their civilisations - particularly the Megacorps
Currently, Sada’s most urgent concern is the loss of her - or die trying. Then, and only then, will the Human Front be
right hand and closest associate, Captain Yason Zark. able to return freely to Earth and live in peace.
Captain Zark is a grizzled veteran of Sadoy Thamp’s cam- Commander DeFort may well be the most hated Human
paigns; a square-jawed, trim-bearded soldier with greying in the Corvosphere, and he couldn’t be more proud of it:
blond hair and a dutiful, martial air. He taught Sada to pilot he understands a hero must always be the villain at some
and shoot, just as her father taught her to speak and think. point in his career.
When Sadoy Thamp died, he entrusted care of her daughter
to Captain Zark, who has fulfilled his promise to this day. DeFort is cruel but not sadistic, and violent but exceed-
ingly honourable. He has never attacked a defenceless
The men under Zark’s command are all older than 40, enemy or targeted a residential area; all of his strikes are
but he wouldn’t have it otherwise; they all fought together against Megacorp facilities, factories and military centres,
in dozens of battles, and swore to die together. Sada, and in the hopes of crippling Corvo economy and not Corvo
Captain Zark himself, nicknamed them ‘the Beard Squad’ people. However, he’s not above executing innocents if
The Human Front
and it became their official callsign. necessary, and many civilian workers have met their end at
DeFort’s surgical strikes.
Recently, Captain Zark and the Beard Squad were escort-
ing Commander Sada’s ship as it crossed Corvo space, and More recently, DeFort has become bold enough to plan
were intercepted by a Feng-class cruiser that recognised hits on important Corvo leaders. As the Megacorps are out
the Human Front Commander and immediately ordered of his league, he has decided to focus on the law instead. He
268 Sada’s surrender. Speeding towards the nearest labyrinth has a mission for any Human Front member or freelance
exit, Sada led her fleet away from the Corvo, while Captain mercenary that wants to take it - to seek and assassinate
Zark and the Beard Squad faced the Corvo ship. The last either Lao Meng, the Chief of Tiantang Police, or Zhang Ye
faith: core book
that Sada saw before entering the Labyrinth was that they himself, her superior and Head of Tiantang Security.
managed to disengage too.
It goes without saying that Comander DeFort and Com-
However, neither Captain Zark nor any of his men mander Thamp don’t see eye to eye, and have been many
made it to the other end of the Labyrinth. Perhaps times on the verge of actually fighting each other, stopping
they got lost in the Labyrinth, or perhaps they were only because of their one common trait - their overwhelm-
intercepted by more Corvo ships. It’s been weeks, ing loyalty to the Human Front.
and there are no news of the Commander’s mentor
and best friend. Sada has sent scouts to discreetly
inquire about Captain Zark in Corvo space, and they THE GLORIANA FLIGHT
have all returned with nothing. Either the Corvo
never captured them, or they did so with utmost
secrecy. They must have escaped… A starfaring quest with no end, a trip of destiny from the
mud to the farthest stars, an adventure like no other - this
...But where are they? is the Gloriana Flight.
Carlus DeFort is a tall, blond and disciplined man, with no The Gloriana Flight is manned by captain Axus Bold,
illusions about the Human Front’s chances of success; as a valiant space explorer, and his crew of shipmates and
he and his followers see it, if the Human Front will ever find friends, which includes some of the greatest heroes in
Earth and become free of the Corvo, it has to destroy the Human space. It exists as Sada’s secret plan - an ace in the
Corvo first, or at least cripple the Corvo civilisation so that hole, a last desperate plan should the Human Front fail at
its rebellion. The Corvo and Iz’kal don’t know of the Glori-
ana’s existence, although rumours abound of its fleeting
passage through remote planets, aiding Human colonists
and uncovering new paths across the Labyrinth.
Free Colonies are still few and precarious; some dis- Relentless
appear without a trace, and now and then a new one is
founded in some remote corner of the universe. Currently She does not lose her turn when she performs a
no more than a couple of Free Colonies are estimated to counteraction.
exist, but the Human Front hopes there will gradually be
more until Humanity has its own place in the universe again.
Human Fronters want a fresh start for Humanity,
far from the influence of alien species, and they’re
willing to go to great lengths to achieve this goal.
CULTURE
Despite the great fall of their civilisation and their status area, liking the same music or working in the same cor-
as an occupied people, Humans have one of the richest poration. For example, a Human feels a sense of commu-
cultures in the universe thanks to what is their greatest nity based on factors like ethnicity, gender or even body
weakness - the worth they give to worthless things. measures.
As a result, Humans have an incredibly rich trove of Humans also value aesthetic Beauty as an aspirational
traditions, legends, songs and customs for such a dimin- virtue by itself. A Human that creates a useless work of
ished civilisation. As Corvo xenohistorian Wen Xeming art can be lauded as an important member of society for
notes, Humans lost their history but kept their legends, yet achieving the value of ‘beauty’. Furthermore, Humans
another manifestation of their strange, emotional values. value beauty beyond visual pleasure or sexual attraction.
In fact, Humans give beauty less worth, not more, when it is
tied to attractiveness or decoration; beauty must have its
HUMAN PHILOSOPHY own worth for it to have any worth.
RELIGION AND
SPIRITUALITY
“I bleed for Humanity. Inside me resides divin-
ity.”
Vexale Prophet Currently, most Humans worship Kaliva, save for a few
Level 3 :: Human :: Kind cults of Ergon on Earth and a few Corvo sectors. Most
272 members of the Human Front took up Vexal worship, and
mov. 5 metres :: weight 80 kg :: height 190 cm
currently outnumber both Kalivans and Ergonauts within
the organisation.
faith: core book
Neural Spike II
ARKA BOZAG
Action (Mental). He suffers 2 neural damage and
attacks a character within 20 metres and line of sight, Arka Bozag is the High Prophet of Vexal among Humans.
gaining two advantages if his Faith is higher than his He is a very powerful soulbender that has no fixed resi-
target’s, and causing 3 unpreventable neural damage. dence, but travels the Corvosphere aboard a home-ship
This action can be confronted as a projectile. with his closest assistants and followers. He chose to live
on a ship as a way to honour his God, but also because
Neural Sacrifice
he is in constant search for relics of Vexal, all the while
Instant. He suffers 2 neural damage and gains one helpíng people in need of wisdom or inspiration across the
advantage towards his next mental action. universe. He is known for wielding a staff made almost
entirely of quartz crystal, through which he channels his
soulbending gifts; Human Vexalites call the staff the Key of
Neural Recovery Paths, and Arka himself is also known as the Man with the
Crystal Staff.
He always recovers 1 point of neural health during
the maintenance phase, regardless of any neural Arka Bozag is a serious, beautiful - slightly androgy-
damage suffered that round. nous - and ageless man that often looks preoccupied with
something beyond his surroundings, thinking about the
Beautiful inside and out, Bozag is the most powerful
Vexalite Human soulbender. He travels all across
the universe in search of relics of his God.
deep secrets of the universe. He always appears in dazzling started repopulating the wastes after the war, and found
robes, carrying his staff and followed by a few of his crew, their world littered with ruins, crumbling machinery and
acolytes and bodyguards. rusted vehicles. Some folks took this refuse and used it for
sculptures that served as signals or religious icons, or else
Many Human Front members worship Arka Bozag as had with no practical use whatsoever.
a manifestation of their God, but he does not condone or
belong to their organisation. To date, wasteworking is a widespread practice on Earth,
and almost every waster settlement is decorated with
Arka’s search for relics usually stretches his several samples of wastework. Even Humans that have
forces more than he can afford. He is always willing moved to Corvo habitats retain the hobby, and the Corvo
to hire mercenaries to seek for specific relics, gladly pay for it - they’ll pay Humans for anything as long
particularly lost pieces of an artefact known as the as they stay safe and breed to join their space army. As a
Door of Vexal, supposed to open and control Laby- result, wasteworks have become a common sight in the
rinth paths by itself. The Door is likely a legend, but Corvo habitats of Earth, and some are even exported into
Arka would pay dearly for proof of its existence. Tiantang wealthy sectors, prized by wealthy Corvo and art
collectors.
TECHNOLOGY
For the most part, Humans use Corvo technology - cortex a very short time. The killing power of auto guns divided
connectors, hacking rigs, survival suits, plasma weapons Earth-bound Corvo scientists: some set to work immedi-
and Quantum starcrafts. However, the ruins of their ancient ately on developing a Corvo version, and some pushed for
274 civilisation are still rife with early models of their primitive their prohibition because of their terrible efficiency, seeing
technology, which was nonetheless very interesting to the them as too dangerous for common people. The first option
Corvo once they found and started reverse-engineering it. won of course, and now auto and semi-auto Corvo guns can
faith: core book
GUNS MOTORS
Guns are the most common form of surviving Human
technology, or at least the most interesting to modern Fossil-fuel and electric motors are the second most
users. Similar to Corvo ballistic weapons, yet far more common relic from the Human past. The Corvo collect and
varied and advanced, Human gun designs were fully scavenge as many of these motors as they can for parts
adapted into Corvo weaponry and reshaped their military and research.
industry by inspiring cheaper and more effective non-
quantum, non-plasma guns. Many of these vehicles - particularly wheel-based
ground vehicles - are still usable, and have been repaired
Human gun models included smaller and manoeuvrable or adapted by waster raiders or settlers. Such vehicles
pistols, unwieldy long-range rifles, powerful, short-range include mostly motorcycles and off-road four-wheelers -
shotguns, and huge shell-launchers that require great other vehicles are usually scrapped for parts - but a few
strength to aim and load, called RPGs on Earth. trucks and armoured tanks can also be seen in the hands
of the stronger tribes or factions of the Earth Wasteland.
But what really amazed the Corvo were the so-called
automatic guns, capable of firing thousands of rounds in
AIS AND GADGETS ANCIENT BUILDINGS
Despite being far more primitive than Corvo tech, Human For the Corvo, ancient Human ruins - cities, buildings, even
science had one advancement that Corvo don’t have - Arti- mining platforms - hold not only lost treasures, but clues
ficial Intelligence. While the Corvo were already there and about Human culture. For example, most Human buildings
back - having even forbidden AIs on their civilisation, as they and habitats were square, ground-based structures, which
disrupted their economy - Humans were on the verge of a the space-accustomed Corvo, with their gyro-zhans and
fully independent intelligent network when their culture omnirings, are unfamiliar with.
fell. Many ancient Human artefacts used working AI proto-
types that remain dormant or functional, or, in a few cases, Humans use their ruin sites for shelter or to scavenge
fully active. usable tools and materials, while Corvo mount scientific
research expeditions and mine for buried resources or fa-
Corvo scientists have proceeded with extreme caution cilities. Other than this, ancient Human buildings have little
with Human AI systems, but nonetheless take all the modern use except as a cultural legacy, about which neither
samples they find for study and research. By experiment- the Humans or Corvo care that much.
ing with these systems, the Corvo have made great cyber-
science discoveries that were all but forgotten since the AI
ban centuries ago. SCAVENTURERS
intention not to submit anymore, and inspired others to their own families. Humans flocked to these new colonies,
do the same. This forced the Corvo to harden their steri- giving them a steady flow of inhabitants and turning them
lisation policy and their control of who left Earth, which in into the first truly free Human settlements in the Universe.
turn increased Human discontent. The situation has been
thus deadlocked for the last two centuries, with dissident Sadoy Thamp died ten years ago in an ambush by
Humans being less and less happy, and conformist Humans unknown assassins, which most people assume were paid
being more and more controlled every year. by the Corvo. But his legacy lives on in the memories of
278 every Human in the Corvosphere - whether they admired or
disagreed with him - and in his daughter Sada, now a Human
THE HUMAN FRONT Front leader herself.
faith: core book
It was during this time that the Human Front consolidated THE CORPORATE
as a political organisation. Its first leaders were the siblings
Esti and Estebe Etxeberri, young soldiers from a particular- SECRET
ly warlike Earth community, who secretly organised with
the leaders of several mercenary forces, planning to strike
back at the Corvo. Their first meetings were squashed by Human-Corvo relations got significantly worse after the
Megacorp security, and Esti died resisting arrest. This led Corvo first encountered the Iz’kal. The Megacorps declared
Estebe to swear revenge against the Corvo and change his the location of Earth a maximum-level corporate secret,
name to Giza (“Human” in an ancient warrior dialect from and severely limited the number of Corvo with access to
Earth), becoming ‘a representation of all Humans’ rather the information to a few elite members of their manage-
than a person. As soon as Giza was released from impris- ment boards. Then, the Corvo approved the harshest
onment, he rejoined his dissident colleagues and quickly legal sanctions against anyone that revealed the secret to
staged a guerrilla army, which made a surprise attack enemy forces, or even to the general public, and recorded
against the Corvo mining base at Qiao Pang, announcing desertion to the Iz’kal as a dai (heinous) crime for Humans.
their presence and intentions to the whole Corvosphere.
But the Iz’kal were not to be so easily thwarted, and
Giza had several important victories during the following started an aggressive campaign to recruit Humans to their
years, which didn’t really hurt the Corvo but inspired thou- side, even offering them a reversal of the sterilisation
sands of Humans to join the new Human Front and secede process. Leaving the Corvo was difficult, and many Humans
from the Corvosphere. The Megacorps retaliated by pre- assumed they would be worse among the totalitarian Iz’kal,
senting Giza and his followers as terrorists and criminals but still many others switched sides and became mercenar-
through official news and media, while striking back at ies for the Corvo’s rivals. Humans had become a problem
Human attackers with all their strength and resources. The almost as big as they were an asset. Sterilisation and trade
Human Front was beaten back, but it only grew in member- secrecy still limited the number of Humans that opposed
ship, as thousands of Humans more joined it clandestinely. the Corvo, but their relationship with Humans has not been
the same since.
HUMANS IN THE UNIVERSE
“Where did Alek go, mommy?” “She went to the
heavens, sweety.” up the Human society in the Corvosphere, as the percep-
tion of time is different for each Human depending on the
- Mom and child talking in Earth. contracts he has undertaken. Many Humans meet up with
childhood friends to discover there is now 20 or 30 years
Earth may be the Human homeworld, but when an of difference between them. The Corvo have strict controls
outsider thinks of Humans, he pictures a Spacer. The on spacer population, as the Humans are stronger and
typical image of a Human comes with a survival suit, heavy more aggressive than them - it would not do to have them
weaponry and combat ship included, as if they came with be more numerous as well. In turn, the Corvo treat their
Human anatomy. mercenaries quite well, giving them elite operative salaries
and privileges. The most capable Humans work in million-
Spacers don’t have a unified culture or national identity; credit contracts as personal bodyguards of CEOs and other
they have no home to return to and don’t even form important Corvo.
families, but they make up the most widespread and best-
known Human presence in the universe. Earth’s location is unknown to most, and remains one
of the best kept secrets of the Corvosphere - not even
Space Humans are mostly defined by loyalty. Their Megacorp CEOs know the full route. This is achieved by a
most important relationships are soldierly bonds and complex set of routines that only highly loyal - and well
TERRA NOVA
It has been 300 years since the Corvo arrived on Earth,
and free Humans have spent that whole time spreading There is a Human legend in the Corvosphere. It talks of a
throughout the known Universe as bounty hunters, mer- Human colony somewhere in the Labyrinth, established by
cenaries, and killers. There are not many of them, making a rebel group that escaped with a terraforming spacecraft.
their hiring prices high. They talk about a place in the Labyrinth where a ship awaits
any Humans that might want to join them, to guide them
Most Corvo spaceships carry a few Human guards who to their free colony. This mythological colony is known as
are kept in stasis for the duration of their travel, for a the Terra Nova. Some shady Humans and Corvo claim they
number of years as established in the contract. While in can take people there for over a hundred thousand credits.
stasis, the Human is in a comatose state and does not age Some Humans spend their Iife’s savings to go with them,
perceptibly. This allows the contractor to keep the salary and they never come back. It is hard to say what fate befalls
relatively low, as the Humans are not paid extra for the them, whether they find their paradise or become subject
time they are in stasis. Humans agree to this as they have to some terrible reality, in the form of slavery or worse.
few job alternatives and have no needs while in stasis. Most
of the time, nothing happens and they spend a couple of
decades in stasis and wake up to a lot of credits - a few FULCRUM
more decades in stasis and they might be able to afford
a home and a stable life. Other times, they are awakened Fulcrums are semi-autonomous drones built with specific
when the ship is under attack and must fight to the death Corvo technology that uses Human corpses to power the
to defend the property of their employers. At the least, machines. Drones can be hacked and turned against their
the flat fee of their contract is paid to their next of kin owners, and designing an AI is taboo; Fulcrum drones -
when they die. These contracts have completely broken an idea invented in the infamous ‘Hospital of Hell’ Corvo
medlab of Tiantang - solved the problem by installing the HUMANS IN THE STATE
intact brain of a deceased Human to operate the machine.
State Humans, mercenaries for the Iz’kal, are the least
In principle, what is left of the Human is only the numerous Human group in space. There are still several
‘hardware’ - so it is basically like donating a body to science. hundred thousand of them, assigned to Iz’kal armies
The Human’s personality and other traits are turned off, as special forces and assassins. The Iz’kal call them
and everything else is wired into the drone. Still, rumour Ghyr’mussanaf, or simply Ghyr - operatives outside of the
has it some fulcrums speak the names of people they military hierarchy.
should have forgotten about.
Ghyr soldiers live like other members of the State - sub-
Corvo despise slavery and value free will - though they mitted to the good of the community, taught to forget their
think anything is acceptable if everyone involved agrees to individualism, and bound to absolute loyalty for as long as
it. So, no Human is forced to become a Fulcrum, and any their contracts last. As non-Iz’kal special operatives, they
Human that agrees is well paid for it. Some shady com- tend to receive assignments that Iz’kal would find reprob-
panies seek desperate Human immigrants and offer them able, such as sabotage and assassination. While the State
deals like 10 years of free housing and care in exchange for needs these acts carried out, having Humans do them gives
immediate euthanasia and fulcrum conversion afterwards. it a sort of moral deniability on questionable ops. And, since
many Humans serve as Corvo mercenaries, Ghyr are pretty
At this moment, there are only Human fulcrums due to useful on intelligence and espionage missions.
the limited nature of the research. However, new break-
Humans in the Universe
throughs could allow Corvo to be eligible soon - as request- While the State uses no currency, Human Ghyr are
ed by a growing number of desperate, low-class Corvo. special forces and thus given better rations and equipment
than regular Iz’kal soldiers; however, they are also given
less free time, and, as most forms of Iz’kal entertainment
THE COALITION are incompatible with non-Iz’kal brains, theirs is a mostly
dull, joyless life.
Humans are more or less privileged everywhere they go, Many Humans convert to the Iz’kal views and join the State
280 but nowhere more so than in the Coalition. As a more-or- wholeheartedly, obtaining indefinite residence permits.
less independent institution, not entirely governed by either They spend their free time in special sections of Iz’kal
the State or the Megacorps, the Coalition has none of the cities, built with Human architecture and amenities, and
faith: core book
social prejudice or preconceptions that make Human sec- rarely venture out of them. The Iz’kal, always immersed in
ond-class citizens everywhere else. Plus, as Humans can hyperlink and reluctant to use their vocal cords, are mostly
enlist either with the Corvo, with the Iz’kal or independently, aloof and unfriendly with outsiders; which, coupled with the
Coalition laws require all Human recruits to be registered in general lack of leisure activities adapted to Human tastes,
their own separate category. makes the latter prefer to spend their time on duty, or even
volunteering for dangerous missions, rather than enduring
Coalition Humans are treated as elite troops in every the boring Iz’kal civilian life.
sense; they are the best soldiers, tacticians and leaders. In
fact, it’s only in the Coalition that Humans can - and often A good argument for Humans to join the Iz’kal has always
do - outrank both Iz’kal or Corvo, and are acknowledged as been the promise the State made Humans as soon as they
the best military officers of the three. learned of their existence - that they could find a cure for
the sterilisation treatment. However, since the cure would
Coalition Humans have more freedom, authority and need DNA from an unsterilised Human, the promise remains
recognition than anywhere else, plus a better salary and unfulfilled. If someone were to secure a fertile Human or a
growth opportunities. In short, serving in the Coalition is sample of his DNA, he would be greatly rewarded by the
the best possible world for any Human outside Earth. Iz’kal state.
2 4 0 3 5 5 1 -
Rational Nanohooks
She can only be convinced with facts. She is immune It can climb walls and ceilings and move around as if
to dialectics, and she gains one advantage to determine they were the ground.
whether something has been fact checked.
Human scientists are trained and put to good use by Fulcrums are amalgamations of robots and living,
the Corvo, becoming all but traitors on the process. breathing organic beings. They are the cutting edge of
Corvo bionics, and an exciting new low in bioethics.
THREE SKULLS MOB THE SECRET FORTRESS
Among the many rumoured stashes of Jazmeen’s
The largest and most dan- long reign of terror and plunder, the one that elicits
gerous criminal organisation the most curiosity - and greed - from space travel-
outside the Corvosphere Tongs lers is the legend of the Empress’ Secret Fortress.
is the Three Skull Mob, a guild
of pirates, marauders, slavers A citadel built on an asteroid, much like the private
and smugglers that roam the worlds of Corvo Tong bosses, the Secret Fortress
spaceways seeking prey from is a prize on itself - if it exists. Regardless of the
any species or background. The countless treasures that it surely holds from Jaz-
Three Skulls will deal in anything meen’s years of galaxy-wide thievery and murder,
- slavery, drugs, wanton slaugh- the building is rumoured to be a fully operational
ter - and cooperate with anyone combat station - the largest, most powerful of its
- Megacorps, State, even other type, capable of taking on two or even three Corvo
mobs - if it means turning up a profit. Most Three Skulls warships head-on.
members - known as Threesks - are Humans, but many
Raag and even a few Iz’kal and Corvo have joined their gang. Rumour gauges the armament of Jazmeen’s
fortress at any level from that of ten warships to
Although they are strong enough to make any inter- that of ten thousand, and some legends even claim
Humans in the Universe
stellar civilisation feel the occasional sting, Threesks are it once fought - and destroyed - a Ravager Queen
content with more-or-less organised raids and plunder, with all its swarm.
later retiring to their dens to share the loot and spend it on
fun, luxuries or more ships and weapons. When the money If such a weapon exists, it is indeed far more
runs out, they organise a new raid, and so it goes on; the valuable than any treasure that Jazmeen has
Three Skulls Mob has no goals or lifestyle beyond that. gathered - and it also explains why the Three Skulls
mob has never been defeated.
Their lack of goals notwithstanding, the Three Skulls Mob
282 are a force to be reckoned with; with hidden cells in almost
every Corvo settlement - including all Tiantang sectors - THE RACK
and bases in several uncharted worlds near Corvo space,
faith: core book
Threesks are at least as powerful as a Tong family, and far Among the many asteroids, outposts and plan-
more vicious, if admittedly less organised. etoids that the Three Skulls Mob are rumoured to
own, one stands out in the nightmares of everyone
that has heard of it. Known as the Rack, purport-
EMPRESS JAZMEEN edly located at a Labyrinth exit known only to Three
Skulls ranked officers, this remote planetoid is
The High Threesk, or ‘the Ol’ Captain’ of the guild, is Empress Jazmeen’s prison and torture chamber; a
the self-styled Empress Jazmeen; a fearsome warlord, grim, foreboding fortress, impregnable, inescap-
ruthless murderer and shrewd strategist, known across able, full of deadly traps and guarded by the most
the Labyrinth as the most dangerous Human in existence. cruel and ruthless thugs money could buy.
She lives for nothing but plunder and thrills, and rumour
has it she has thousands of loot stashes hidden throughout According to legend, anyone who crosses the
the universe. Three Skulls Mob and survives, including threesks
who betrayed - or appeared to betray - their guild,
Jazmeen is a tough, sadistic woman, and as deadly as the is sent to the Rack, to be tortured to death - or, if
deadliest Human mercenary. She’s also capricious, fickle they’re lucky, to languish and be forever forgotten.
and self-serving; she’s been known to execute underlings
for minor offences and with great delight. There’s a saying Many missing law-enforcement mercenaries
among the Threesks, and their closest enemies: ‘No one from Human and Corvo forces, as well as civil-
dares to kill a Threesk lieutenant, for Jazmeen reserves the ians who tried to stand up to the Three Skulls, are
pleasure’. rumoured to be still alive and imprisoned at the
Rack. The friends and associates of these prisoners
Anyone that helped the capture of Empress Jazmeen, be would pay dearly for anyone with the guts to look
it by arms or information, would be well paid by the Iz’kal for the Rack, the resources to find it, and the skill
State, the Corvosphere, the Tong mobs... and just about to get past its deadly security and reach the people
anyone else, really. trapped there.
Humans in the Universe
EMPRESS JAZMEEN THREESK THUG
Kalivan 2
Level 3 :: Human :: Ruthless Level 1 :: Human :: Aggressive
283
mov. 5 metres :: weight 70 kg :: height 175 cm mov. 5 metres :: weight 95 kg :: height 195 cm
5 5 1 5 5 2 1 -
Charismatic
EM Shield
Empress Jazmeen is the dangerous leader of the Three As a Human being, you can’t go much lower than
Skulls Mob, the cruellest of all Human splinter groups. a threesk: pirating, marauding, preying, traffick-
ing... No red lines, no honour to defend.
THE BLACK WATCH and sending many of them to their gods as they fell - and
left leadership of the Black Watch to Kris’ younger brother,
the self-styled William Young, nicknamed Wildbill.
The Black Watch is a Human-
only organisation. They claim Wildbill is a mighty, blustering warrior. He wears a long
to be the spiritual and cultural leather coat sporting a rampant red lion, which he pretends
descendants of an ancient Earth has some ancient meaning. Many members of the Tiantang
people they call the Highland- underworld have learned to fear the ‘Lion Seal’, for it means
ers, although nobody knows the Black Watch are on the prowl.
what was the true name of these
people, if they ever existed. The Without WIldbill realising it, his fanatical bravery in
Black Watch’s knowledge of the battle and undying commitment to the Black Watch is
culture they supposedly emulate slowly awakening soulbender abilities in him. He has the
is incomplete at best, and most blessing of Kaliva without even worshipping Her; for now,
often very distorted, mixing together traditions and myths the blessing only manifests as an ‘inspired’ state of battle
from different sources, and sometimes even mistaking rage, but in time it may become much stronger.
fantastic stories for historic events. The hidden truth is
they are a criminal organization with ties of some kind to
most major crime lords in Tiantang. THE HORNED GOD
Humans in the Universe
As many Humans didn’t actually know Earth’s geography As Wildbill’s soulbending abilities grow, the
before leaving and most Black Watch members had not met anachronic fantasy world of The Black Watch has
before reaching the Corvosphere, all kinds of people claim begun seeping and filtering into his daily percep-
Highlander descent to join the Black Watch. As they can’t tions. He sees flashes of castles when he looks at
prove who is a true Highlander, and knowing that making it gyro-zhans, dragons blinking in and out over the
hard to join would drastically reduce organisation member- hulls of spaceships, and bloody ancient battles
ship, the Black Watch accepts all Humans who want to join in the middle of blast fights. At first he thought it
in the condition that they fully adopt their traditions. was some experience-drug software bug interfer-
284 ing with his cortex connector, but he’s been slowly
Human spacer mercenaries formed the Black Watch as realising the visions come from somewhere else.
a group identity a few decades ago; the band quickly came
faith: core book
to the attention of the Corvo Tongs because of their histri- Wildbill’s delusions are actually his soulbender
onism and fierceness in battle, and soon the Black Watch powers, manifesting themselves in a combination
became a Tong-sponsored enforcer gang. They still see with the Black Watch mythology in which he was
themselves as honourable warriors, though, and act as raised. His latest vision was an avatar of Kaliva,
such even when doing the dirtiest mob work. which he perceived as a faceless God with the horns
of a great stag. Convinced that he’s been contacted
Black Watch traditions include wearing long braided hair, by the ancient deity of the Highlanders, Wildbill
unkempt beards and fearsome body painting, even over has mustered the Black Watch for a glorious war.
their combat armour - which is usually grey or black. They According to his vision, the ‘Horned God’ has com-
often wear cloaks and kilts over their suits, and adorn their manded the Black Watch to fight and conquer the
helmets with strange-looking crests or feathers. In battle, Corvo Heijian underworld.
they favour heavy melee weapons, such as two-handed
vibro-swords - which they call Calbolg - custom-made for A few days ago, Wildbill went to his boss, the
them with technology from the Corvo tongs. Corvo Xiun Yung - a captain of the Hwang Tong - and
asked permission to conduct a ‘great hunt’ against
They are also known for their terrifying war chants, Xiun’s enemies. Believing he was seeing a display of
which scare even other Humans, let alone the meek Tian healthy initiative, Xiun gave his permission, which
citizens - although some Corvo have been known to stop unwittingly started a gang war.
and take holopics of the Black Watch in action, instead of
running for their lives as they should have done. Now, the Xiun gang is on the rise within the Hwang
Tong, as rival captains fall to Wildbill’s fierce
attacks - but it’s also ruffled the wrong feathers
WILDBILL YOUNG with law enforcement, and within the Tong itself.
Both the police and the Hwang - plus their Zhui Tong
The founders of the Black Watch, the old matriarch rivals, who don’t want this war to spill to their turf
known as Danu the Deadly and her husband Kristopher - are on the market for strong, capable and mostly
passed away recently - just as they wanted: on their feet, neutral mercenaries who can face the Black Watch.
fighting a group of Corvo bikers from the Dragonfly Tong,
Humans in the Universe
WILDBILL YOUNG BLACK WATCH THUG
Kalivan 2 :: Proficient Mob
Level 3 :: Human :: Unpredictable Level 2 :: Human :: Reckless
285
mov. 5 metres :: weight 93 kg :: height 195 cm mov. 5 metres :: weight 89 kg :: height 190 cm
5 4 2 - 4 4 2 8
Characters attempting to lie to him suffer one Action. Set up the bipod. Subsequent attacks gain
disadvantage. one advantage.
Fearsome EM Shield
Allied characters gain: Instant. Suffer one unpre- His armour value cannot be reduced or ignored by
ventable physical damage to ignore all damage penal- plasma or neural weapons.
ties until the end of the round.
Shrewd 2
Kaliva is knocking on Wilbill’s door, and when he The Black Watch is a Human-only organisation
realizes what that means, the Black Watch may that has quickly become a favourite contrac-
very well become an unstoppable force. tor of Tiantang Tongs for their fierceness.
Humans in the Universe
286
faith: core book
GUANDANG POINT
The largest Human concentration on Earth is Guandang
Point, the first Corvo citadel on the planet, located at the
centre of what was once the steppes of Nigeria, in what
used to be known as Africa.
ready to receive and hire new recruits. nothing more than being left alone. The Corvo have often
approached the citadel with offers of modernisation and
economic support, but the city council, headed by Tharon,
THE WASTES has resisted every attempt and rejected every deal.
It doesn’t show at first, but waster Humans have also The city, however, is large enough for opposing factions,
evolved and prospered, although at a slower, more discreet and there are council members that do wish to join the
pace than their urban kin. They remain warlike and inde- Corvo; they could pay a generous sum to any mercenary
288 pendent, of course, but they have also been empowered by or adventurer that wished to serve as a spy and saboteur
the Corvo, whether either species likes it or not, learning in the name of Corvo interests to help press Storm Citadel
from the aliens and taking from their technology just like into joining the Corvosphere.
faith: core book
Stealthy Unhinged
She gains one advantage towards hiding actions. Activated. He gains one advantage towards his
action. If he fails, the action of his opponent is consid-
ered a critical success regardless of action values.
Charge I
Human weaponry consists of remnants from before Life on Earth is tough, but not without it’s perks.
the downfall, low-tech makeshift tools and, much to From time to time, you come across some un-
their chagrin, sophisticated Corvo armament. suspecting Corvo’s neck to break.
the r avager
menace
THE RAVAGER
<HUD log 5027.3. Pvt 1c W. Jenkins/Chriton out- sides of the battle and releasing the prisoners from their
post/Torin Prime sector/1st contact event> terrible fate.
<audio playback on [transcription enabled]>
Then it happened to the Iz’kal, too - countless, variously-
shaped aliens in irregular, organic-looking ships, fell on the
<00:00> We don’t know where the Ravager originated or Parsaius colony. But the Iz’kal were prepared. The Corvo
what they are. The ones we encountered were so mutated had warned them. They called these aliens ‘The Ravager’,
from the host lifeform it was impossible to tell what re- and I swear to Vexal I can think of no better name for those
mained of the original creatures, if anything at all <video horrors. The Iz’kal and Corvo had prepared for future
playback error [feed disabled/corrupted]> Ravager attacks, so the Iz’kal weren’t exactly caught
<01:24 feed continues> Most of what we know of the unawares… and the Corvo, the Corvo flew to their aid…
Ravager comes from the few specimens recovered at the But... I know men that fought there, that saw the Corvo and
battle at Parsaius and the clues from the, uh, ravaged Iz’kal joining forces for the first time… well, ever. That’s
worlds they leave behind. what gave birth to the Coalition, of course. But… Despite
the time they had to prepare for the attack and the intel
At first, they were nothing but a rumour; tales of aban- they’d gathered on their enemy at Izuan Tai… let us say the
doned colonies and spaceships, looking like something had assault took a high toll in lives <feed interrupted>
eaten them. Eaten spaceships. How could we take such a
<07:06 feed continues> We had gained essential knowl-
thing seriously?
edge about our common enemy, but the price we paid was
far too high. And we knew it would get worse <end of line>
The Ravager
descriptions were of monsters, aliens, nightmares - but no <LIVE BROADCAST ALREADY STARTED>
two accounts described them similarly. Some believed it
<TUNING IN>
had been some kind of collective hallucination.
“...parasites, yes. That’s as accurate a way to describe
When the Corvo went back to Izuan Tai to see what had them as any. Yet this term, as well, is too small for what the
happened… I read the reports of what they found. Even Ravager are. It falls short. They take over other lifeforms
remembering that stills sends chills down my spine. The and add their genes to their… swarms, Humans call them.
planet had been engulfed by a strange looking substance, But these swarms are not made of infected hosts, as we
and a closer look revealed that many inhabitants of the once believed. Or at least not exclusively. Once the Ravager
planet were inside that substance, trapped alive and being have your genes, they can mass-produce them. They can
slowly digested. Tendrils emerged from some kind of recreate an entire species from a single being - but it’s not
enormous, pool-like structure on the surface of the planet, the same species anymore. It has been modified, altered to
like roots extending out of a tree, and they stretched out as suit the swarm’s needs. It has become Ravager.”
far as the eye could see into the substance, pulsating as they
carried the digested matter of the Corvo people back to the “But professor, does this mean the Ravager could make
processing pool, bubbling with activity and some unknown a - let us say - modified army of what? Cloned Corvo?”
biological process… <[transmission interrupted]>
“They could? Mr. Chang, I’m positive they already have.”
<[transmission resumes]> ...Corvo had sent a huge fleet
to Izuan Tai, mind you. Not just your typical scouting party,
<audience exclamations and murmurs drown
but a real fleet, ready for any fight… but they weren’t ready
out professor Xing’s commentary> “...and while
for that. Despite their technological and military superior-
they swarm our worlds with their seemingly mixed alien
ity, the fleet was vastly outnumbered and it quickly became
armies, they are certainly using us - or rather their twisted,
clear it was a battle they couldn’t win. Then… it was cour-
mindless version of us - as their foot soldiers in some other
age, I guess... or desperation… Well, you know what went
world, in some other galaxy, right as we’re speaking…
down. The Corvo fleet fought its way to the surface of the
planet and blew it up, annihilating every living being on both
<And now for a commercial break from our
sponsors!>
NATURE AND space, finding out whether they are a plague to us, and de-
That is, unless you want the Ravager to steal your DNA,
<MEGAKIDS, THE FULCORP SCIENCE PAGE FOR of course!
CHILDREN OF ALL THE CORVOSPHERE>
<SEARCH TERMS: RAVAGER> Until next time!
The Ravager
Clade: Eumetazoa, speculated spiralia. Lt MORS: We are now entering the cave.
Phylum: unknown, speculated mollusca; mostly verte- HQ: Are you sure it’s the right one, S4?
brate hosts.
Lt MORS: Positive, HQ. We saw the wounded alterant slip
Class: unknown, speculated gastropoda or bivalvia. here. We don’t think it spied us, either. 293
<indistinct sounds>
Conservation Status: The Ravager don’t seem to be HQ: Please report status, S4.
endangered right now; on the contrary, they are a strong
and widespread species that we are discovering in more Lt MORS: It’s… it’s OK… We’re OK, HQ… but this… wait.
and more planets every day! Some scientists and experts Wait, I gotta see this closer.
even believe they may be a danger to us! Can you imagine a
<indistinct sounds>
swarm of angry Ravager flying over your city to steal your
DNA? Better than a horrorcast, isn’t it? Lt MORS: We appear to have reached a larger cave in the
complex… it’s all covered with the same goo… and it’s full
But no worries, there are measures being taken in that of…
aspect too, and our Coalition is currently exploring Ravager
Sgt AL’HAYIM: By the stars! They’re all over the walls and
ceiling, lieutenant!
com and inner workings. In fact, a Queen is the mothership, death follows.
as her body is so deeply fused within the ship’s structure
that we can’t tell where one ends and the other begins. At ALTERANTS
least we couldn’t find any traces of a separate, conven- <03:25> Alterants are in charge of the DNA harvest and
tional body in the mothership we recovered from the debris spawning pools. They analyse the gathered DNA samples,
296
of Parsaius. The entire ship was made of different resins, integrating those that prove valuable to the Queen’s ge-
some of which we haven’t been able to identify yet. But nome, and perform experiments on some of the captured
faith: core book
what made us think of it as a living being was the presence lifeforms. Alterants are rarely found on the front lines, and
of nerve endings within the resin itself, along with a circula- will usually remain near or inside the Queen until the fight
tory system and some other traces of organs embedded is over and the first samples have been collected, at which
deeply within the structure of the ship. They all seemed to time they will descend to the spawning pools and begin
originate from the mothership core, where we imagine the work on the new specimens.
brain of the Queen would be, but the core we recovered was
too damaged to draw any conclusions. This confirms the Alterants are the best-protected members of a Swarm.
worst predictions from xenotech - if a Ravager Queen and Most appear near the core of the mothership, working in
her ship are a single creature, they’re easily the largest liv- what I can only describe as, well, laboratories... filled with
ing beings that have ever existed, perhaps in the entire uni- tanks... tanks containing specimens belonging to different
verse... <playback error [feed disabled/corrupted]> lifeforms. Despite the poor state of the specimens aboard
the mothership we found, it’s clear they were subject
to terrible experiments; their bodies showed mutations
<2:14 feed continues> ...Current theory is that Queens so horrible that we couldn’t even recognise those that
are Herald-class Ravager that have undergone a meta- belonged to known... <video playback error [feed
morphosis, shedding their previous body and covering disabled/corrupted]>
themselves in some kind of biopolymer that eventually be-
comes the mothership. As Queens age, their bodies grow <14:24 feed continues> ...we thought Alterants were
and the motherships become larger; this allows them to some kind of proxies… As their wave emission pattern was
carry more ravager while their brains mature, increasing quite complex, we thought they might be able to control
their power as a hivemind and allowing them to keep more other Ravager, and so functioned as the link between the
Heralds under control. That means that a Queen’s age is di- Heralds and the rest of the Swarm, but it seems we were
rectly related to the size and power of her swarm. Older dead wrong. Alterants have little to no contact with Her-
Queens will try to eliminate the younger, weaker ones to alds or Spawn, focusing solely on their research and experi-
secure their long term survival, whereas young Queens, ments.
aware of their vulnerability, will collaborate in order to Despite their frail appearance, Alterants are pretty re-
stay alive and outlive - or depose - the older ones. We have sourceful and dangerous enemies, and perfectly capable of
no idea about the age limit on a Ravager Queen, or if these handling themselves in battle - as many good men learned
hellish things even have one. the hard way.
SPAWN
<14:51> ‘Spawn’ is the term by which we refer to Rav-
ager foot soldiers, which are as varied and numerous as
the Swarms themselves. Ravager Spawn are an incredible
broad variety of creatures, each with unique characteris-
tics and abilities. We have grouped most Ravager under this
class because of their lower intellect and simpler emission
levels, but Spawn of one type have no common character-
istics with those of another, and their wave emission pat-
terns are quite different from each other.
The Ravager
HARVESTER
<XENO DEPARTMENT REPORT #333176>
<ANALYSIS OF RAVAGER FORCES BY PROFESSOR Mob :: Ravager
VAJIR WA’ALIBAH, XD LAB CAIRUS>
Level 1 :: Ravager :: Aggressive
<ACCESS LEVEL NINE - HIGHLY RESTRICTED> 297
mov. 5 metres :: weight 81 kg :: height 170 cm
Harvester
Consume 1
Harvesters are by far the most common Ravager Spawn
type we have encountered, and the bulk of most of their Action. It can consume a dead character to heal 1
armies. They are muscular, Humanoid bipeds with long tails physical damage.
and hairless skin. For what we have seen, they are intel-
ligent enough to use military tactics and weaponry, most
commonly neural weapons. Harvesters are always found in
military squads led by their smartest or strongest member;
their main function seems to be long-range combat.
The fact that they use neural ammo means that they
want living specimens, which probably means they want
specific information that they cannot extract from dead
Ravagers are created by their Queens out of DNA
collected all across the universe. Is there a hint
of Human genes in the harvester variant?
bodies. What kind of interrogation methods these crea-
tures use is something I don’t want to think about.
Ironskin
4
The rather colourfully-nicknamed lurching horrors seem
8 6 3 2 to be a mutation on some kind of large cephalopod, given
a mix of claws and tentacles that allow the creature to
climb and cling to any solid surface. Their many tentacles
PHYSICAL 8 INITIATIVE 6 MENTAL 3
STAT 3 STAT 1 STAT 2 and slithering frame give them great speed and agility in
combat, and allow them to fight several opponents at once.
HIT GRAPPLE
(DEX)
4+ (CON)
2 ++ Lurching horrors are used in stealth and recon missions.
While no one understands the Ravager’s concept of espio-
nage, it seems that the lurching horrors are ideally designed
Consume 2
for stealthy assassinations or surprise rearguard attacks,
Action. It can consume a dead character to heal 2 in which a small group of lurching horrors can dismantle
physical damage. half a troop before its leaders notice what’s happening.
Techno
Charge II
Techno Ravager are among the rarest kind of Spawn - we
Its unconfronted running actions are considered have only encountered them in close proximity to Queens
passive, and its next Close Quarters action gains one and Alterants, working as their translators and messen-
advantage and causes 1 additional damage. gers, or its equivalent in the Ravager swarm.
Infiltrator
The Ravager
colonies. A couple of prisoners rescued from Ravager
colonies maintain they’ve seen the Ravager create exact
LURCHING HORROR
copies of people from Coalition species - Humans, Corvo,
Lone Wolf :: Proficient :: Ravager
Iz’kal, even Raag. One of the victims swore they were using
these perfect copies as… well, obviously, as spies. Level 4 :: Ravager :: Malicious
299
mov. 5 metres :: weight 176 kg :: height 236 cm
Prisoners rescued from the Ravager always display
Nanohooks
<00:00> Not much time.
It can climb walls and ceilings and move around as if
If anyone links to this - I’m Gara Haino, Spec Ops Lancer they were the ground.
of the Coalition’s 3rd Fleet. I’ve been hiding in… well, I don’t
know where this is.
I hope… No. Nothing I say can… just link to this. It’s from
their network. It’s them talking to each other. It’s horrible,
how they talk, how they… but I must… <static> I’m attach-
ing it here in case anyone finds my… well, just link to it.
2
QUEEN REQUIRES. CHALLENGE SUPERQUEEN UM. REPLACE
2 5 0 5 SUPERQUEEN UM. RETURN TO HOMEWORLD. MOTHER-
QUEEN CALLS *** RETURN TO HOMEWORLD. RETURN TO
GREAT UM. CHALLENGE *** REPLACE *** GREAT UM. TAKE
PHYSICAL 3 INITIATIVE 6 MENTAL 7
STAT 1 STAT 1 STAT 2 OVER HOMEWORLD. US. REPLACE GREAT UM. TAKE OVER
HOMEWORLD. MOTHERQUEEN REQUIRES… <end of line>
HIT
1 GRAPPLE
0 <END OF ENTRY>
(DEX) (CON)
ORGANIC CRAFT
“Our own scientists have speculated that, if Ravager star-
ships are organically-grown, even partially, then they are
the biggest lifeforms to ever exist in the universe. For us,
small, insignificant and transient beings, that alone would
Technos are sickly, cowardly and telltale mutants
that rush to inform their superiors about the enemy’s
whereabouts if they sense any danger.
make the Ravager impossibly terrifying; that alone would
be reason enough to hate them and want to wipe them out.”
QUEEN MOTHERSHIPS
“Oh, I’ve seen them all right. Starships the size of cities,
floating in space like they have a right to - oh, come on, they
don’t. Nothing that big should be allowed to exist, no space
body that big should have a right to be self-propelled. But
there it was anyway, this floating city, so big you couldn’t
tell if it was floating away or charging us, spewing thou-
sands of these smaller, organic ships. A city. A fleet. A
swarm. No horror can compare, I tell you.
They say these things are the swarm’s queens? That they
have megabrains and control the other Ravager? Man, how
can you expect us to fight that? I’ve also heard ‘em say that
they are the ones that seed the planets they… they devas-
tate; that those horrid spores that turn planets into dark
goo come FROM those damn motherships.
The Ravager
Not even the Gods could have imagined such a horror,
such a creature. Why, I think these motherships ARE gods.
INFILTRATOR
They are what a real God must look like - dark, monstrous,
shapeless, larger than anything and capable of devouring
Proficient
entire worlds whole like it was nothing. Yeah, that’s it. I Level 2 :: Ravager :: Astute
think we’ve been worshipping the wrong gods, man.“ 301
mov. 5 metres :: weight 72 kg :: height 183 cm
- Lance Corp. Ganni Hamari, 23rd Coalition fleet
OTHER VESSELS 5 4 1 8
302
faith: core book
Some reports have suggested that the Ravager use deploys several bacteria clouds that drift over the world’s
these ‘orbital hives’, as some have called them, to stash surface and very effectively infect all organic matter they
their eggs. They could also use them as mobile workshops, find, including every lifeform. Infected organic matter is
to repair their ships, produce weapons, hold prisoners, or quickly consumed and digested by these bacteria; a single
whatever. There’s no conclusive evidence of anything. But Ravager Queen’s bacteria can devour a whole planet’s
more intelligence is bound to come up as we continue to surface in a matter of days.
engage the Ravager, and more answers should be forth-
coming. I’m only worried about the cost of that knowledge.“ After digestion, the bacteria emit the dark residue - the
plasmoid - which then proceeds to cover large areas of the
- Zorba Aluu, Coalition scientist
infested world.
COMPUTERS
“You say the Ravager have no computer science. Fine.
The Ravager
But those Techno I saw were working on SOMETHING. It did
look organic, but it WAS some thing. And you don’t precisely
see them storing their data or radio network nodes in their
butts, now do you?”
CONVENTIONAL TECH
al against itself. Mother is the only being that has defeated clean the path for its coming?
the last. She makes us imperfect so we are expendable and
we can fight, die, and win for her in the other three wars. Let We need to understand what the Ravager are and where
evolution gift the mother who wins the third war a victory they came from before <feed interrupted>
in the second, and bring us closer to what we seek: peace
<HUD log 5034.7. Pvt 1c W. Jenkins/Chriton out-
through the impossibility of conflict. Peace through annihi-
post/Torin Prime sector/7th contact event> <audio
lation of all other life and the conquest of nature.”
playback on [transcription enabled]>
- Korotz, Ravager alterant
<00:03> I fear this might be my last entry. They seem to
“Nature welcomes our challenge. It would go against be onto us. None of our spy drones are operative anymore.
itself not to pursue being conquered. Nature breaths evolu- <video playback error [feed disabled/corrupted]> <0:21
tion, and evolution is fighting. Nature does not care about feed continues> ...illed. He asked me not to bring him with
its own destruction, it only asks: are you strong enough me to this expedition. I told him I needed him. It is my fault.
to survive me? Evolution only ends when there is only Not theirs, not his, but mine. They do not understand what
one. Perfection only exist when there is nothing left to be they do, They are but mere mindless predators.
compared with it.
They also got Chao and Kiata a few hours ago. I have
- Koskor, Ravager alterant
not seen their helmet feeds, but Lee has confirmed they
are down. I hope their sacrifice was for something. I hope
people will understand the danger we are facing as a
THE RAVAGER WAR species. These creatures stop at nothing.
<HUD log 5034. Pvt 1c W. Jenkins/Chriton outpost/ I must go now. Our ship is not responding. We need to EVA
Torin Prime sector/6th contact event> <audio play- and figure out what is wrong with it. I will connect again as
back on [transcription enabled]> soon as I get back. <end of line>
THE LOST LOG
OF PROFESSOR
TURNER
<PROFESSOR THESSAIUS TURNER>
<LOG ENTRY #113>
<DESIGNATION/SUBJECT: NOT DEFINED [OK to add
label]>
“Now I know.
Because those who search for the voices of the Gods end
up finding them.
The Ravager
The Gods did leave messages, proof of their passing.
Thus we know of their influence. Thus we can be sure of
their influence on the universe.
And if one finds the voices of the Gods, shouldn’t one also
listen to Them? 305
Or can they?”
HISTORY For the Corvo, the Coalition is just another free enter-
prise: just like their own armies, the armed forces drafted
for the Coalition are strictly comprised of paid mercenar-
The Coalition came about as a direct response to the ies. Their main concern is to keep the Coalition economically
306 first two major Ravager attacks - first, the surprise attack tied to their business, for it has proven a dramatic boost
against the Izuan Tai Corvo colony, and later the invasion of to their food, military, weapon and shipbuilding industries.
the Iz’kal Parsaius colony, by which time both species were
faith: core book
ready and alert against the new threat. Izuan Tai was razed; As for the Iz’kal, they mainly care about the Coalition
Parsaius was saved - but only after great losses, and only as a potential deterrent against the Corvo domination and
because the Iz’kal had time to prepare. And because the supremacy. They are more worried about their allies, which
Corvo, to everyone’s amazement, came to their aid. are a close and visible danger, than about the Ravager,
which are still a far-off threat.
The Corvo insist that they were only working in their own
interest - they needed to gauge the Ravager threat, and In truth, the Coalition is a power unto itself, almost a third
what better chance than a battlefield away from their ter- political group apart from both the Corvo and the Iz’kal
ritory - and made an official statement that they ‘resented civilisations. The Coalition cares more about itself and the
being accused of altruism, especially after they went to all defeat of the Ravager than about politics, and its loyalty is
the trouble of helping the Iz’kal’. to the battle and its soldiers, far more than to any separate
species or its government. Any Coalition soldier will trust
In any event, there was an emergency meeting after the his comrades, regardless of their species, far better than a
battle, where representatives of the Corvo Megacorps and civilian - or worse, a politician - of his own people.
the Iz’kal State debated for several days and eventually
decided to form a military force that pooled the resources
of both species into a single unit. Thus the Iz’kal-Corvo THE COALITION
Military Coalition was born.
HIGH COMMAND
After the agreement, envoys were sent to Tiantang and
Al’ameen, informing the people that their species were The ruling council of the Coalition is The High Command,
mounting a joint offensive against the Ravager threat. The a military junta with equal membership from both the Iz’kal
Corvo hired millions of mercenaries, including Humans, and Corvo species - save for one Human member that
and the Iz’kal drafted millions of volunteers and reached joined the council representing the Corvo.
an agreement with the High Council of Heimis to accept
suitable Raag soldiers; all of the recruits were sent to a There are currently 24 Coalition High Commanders,
mobile, remote advance force, with little or no contact with twelve designed by the Corvo and twelve by the Iz’kal. Each
their people - and with no guarantee of ever coming back. High Commander has full jurisdiction and authority over a
single Coalition Division, which equals the army of an entire Every Coalition Division consists of two or more Squad-
nation, and acts as its Supreme Leader. This makes Coalition rons, of varied sizes, compositions and functions depending
High Commanders the only official political powers in the on which Division they belong to. Each of these Squadrons
known universe, a kind of authority that no Coalition soldier encompasses hundreds of warships with their escorts. A
- save its few Raag mercenaries - finds familiar. Intended Coalition Squadron is led by a Coalition Major, with author-
to give the Coalition a political link to the Megacorps and ity over all ship Captains. A single Captain is in charge of at
the State, the High Command has instead distanced itself least one warship, but some Squadrons are further subdi-
from civilian concerns, moving coalition forces further and vided in Formations, with a single Captain for several ships.
further away from the Iz’kal and Corvo dominions.
A Ship or Formation Captain has several Lieutenants
THE AEGIS ATEMPORAL under his command, which are in turn in charge of lower-
ranking Officers - i.e. Communications Officers, Engineering
The High Command is based on a mobile space station: Officers and so on - and common troops, also called simply
the Aegis Atemporal - a gigantic satellite designed by Iz’kal spacetroopers. Some spacetroopers are distinguished as
engineers and built with Corvo materials, with the military Ensigns, with some additional responsibilities and a degree
capabilities of a battle fortress and a permanent escort of of authority over their peers, though in reality all space-
one fully-armed fleet of either species. Although the Aegis troopers answer directly to their Lieutenants.
Atemporal keeps moving away from the Corvosphere and
the State, it is bound to report its position regularly, and It’s not uncommon for the ships within a Squadron or
sends beacon ships and relay emitters through the Laby- Formation, for example the fighter escorts of a larger
rinth to keep the Iz’kal and Corvo peoples informed about battleship, to organise themselves in five- to ten-ship task
the Coalition’s status and actions in the war. By the same forces under a Lieutenant, sharing a single callsign. These
token, the Aegis Atemporal relays its position to all Coali- task forces are not a requirement of Squadrons, and are
The Coalition
tion forces so they can in turn report to it as needed. the smallest military unit in the Coalition.
recruit. Sadly, the replacement pilots all died, change that was otherwise out of their reach.
sacrificing themselves to save the rest of the crew
from a hangar malfunction during a cabin test, The Coalition owns no property and has no claim over
which required all the pilots to jettison themselves the territories it defends, but it’s a well-organised society,
to the void. Again, only Lieutenant Argo survived. which attracts citizens and commands loyalty. Plus, it
And again Team Omega’s death was a heroic one, has de facto rule over those protected areas that are
so, convinced that the third time was the charm, too remote for the State or Megacorps to enforce their
the Yaolong One gave Argo new pilots. The ‘Star- authority.
Crossed’ nickname was already popular among the
crew, along with jokes about being selected for the After the Corvo and Iz’kal realised all this, they began
‘tough luck unit’. sending secret agents, spies and hackers as part of their
Coalition staff. These agents report to either State officials
True to its tradition, the new Star-Crossed Force or Megacorp representatives and work towards countless
was defeated during its first battle and all its pilots conflicting agendas, while their leaders seem to focus on
taken prisoner by the Ravager. Again, Lieuten- the battle against the Ravager.
ant Argo survived… but he is still a prisoner. This
time, a group of new recruits, recently added to Today, the Coalition is all but an independent military gov-
the Yaolong crew, must fly into Ravager territory ernment, which worries several experts and statists from
to rescue Lieutenant Argo and, hopefully this time every species. Will the Coalition disband if the Ravager are
for good, restore the team that now has the official ever defeated? If it is NOT disbanded, who would finance it?
callsign of ‘Star-Crossed Force’. Who would control it? Would it be safe to keep the Coali-
tion functioning? Would it be safe to disband it? Would the
Coalition allow itself to be disbanded? If it didn’t, who would
have the power to force it to disband? If there was a power
that defied both the Megacorps and the State with impunity,
what would that mean for interstellar politics?
PROFESSOR T. TURNER’S
LAST LOG ENTRY
<PROFESSOR THESSAIUS TURNER, 1966 SA> Knowing the Gods is like seeing the strings. It is like pulling
<LOG ENTRY #115> on your own threads, tugging a little at the puppeteer’s
<DESIGNATION/SUBJECT: NOT DEFINED [OK to add hand, there at the far end of the universe.
label]>
But there IS a hand there.
“I understand now.
I can see the hand now, and there’s more than one.
The Gods are real.
The hands of the Gods.
We thought we had come so far. We thought we had
outgrown Earth. That space was our new home. Our The Gods are real; far more real than me. I’m just the
endless home. Each star but a step, each wormhole a dif- knot at the end of their strings.
ferent life waiting for us.
They have granted me the vision.
We thought we owned the stars, now.
Expansion, technology, travel, starships. These things
But we were so wrong. Open space is not open at all. are Not Growth.
And we, who fancied ourselves the new masters of the
PERSONAL DECK
SHARED DECK
Recommended for longer campaigns, experienced
Recommended when playing your first games at players, or if you are a group of more than five
The Core Rules - The Playing Cards
home, if you are five or fewer people, and for quick people playing at home.
demo encounters at conventions.
When playing with personal decks, each person will have
When playing with a shared deck, everyone will use the their own deck of cards. Each player and the NPCs under
same deck of cards. All the players, the GM and the NPCs their control will draw, discard and play cards from their
will draw, discard, and play cards from that same deck. own personal deck, while the GM and the NPCs under her
This deck should be placed somewhere on the table where control will do so from the GM’s deck. Players cannot
it is easily accessed by all. interact with other players’ decks.
The shared deck mode enables the group to play FAITH The personal deck mode allows for everyone to have the
using only one deck of cards, which is convenient, but it does exact same odds during the course of the game, as they will
make the game more reliant on luck, since when someone need to play through their whole deck before reshuffling
312 else draws the good cards, nobody else will be able to get their discard pile, making long term strategy and planning
them until they are played and shuffled back into the deck. more important.
faith: core book
There are four suits in the FAITH deck: Urban, Wilder- If a Joker is played at any point from the top of the deck
ness, Space, and Operating System (OS), which relate to randomly, the character who played that card gains the
the types of environments where the characters might be. effects of the Joker for the action he was performing, 313
The use of the suits is described in Playing with Ambience. discards it, and then plays another card. If the Joker is
scene and resume playing it in your next session). is a good way for the GM to adjust the difficulty of the game.
A scene is a sequence of events during which the GM When performing unconfronted actions, the mood
narrates what the characters find and what happens to around the table should be relaxed and conversational. The
them. During this, characters are constantly perform- GM must ensure that all players enjoy a similar amount of
ing actions, with little to no rest periods in between, and time in the spotlight, and allow everyone to describe what
usually within the same location. their characters do during that period of time.
314
Scenes are the main building blocks of the story, like the If there is some kind of conflict within the game - such
scenes of a film. They are an important concept because as a fight, an argument, a high speed chase, or any other
faith: core book
they determine when the players and the GM replenish their type of fast paced or competitive situation when some
hands of cards. characters try to outperform others - it is the time for an
Initiative Round, which sets the order in which characters
At the beginning of each scene, everybody draws cards declare actions, and use counteractions to confront them.
from the deck until they have seven cards in their hand.
INITIATIVE ROUND
During an Initiative Round characters take turns
to perform one action in their Initiative order.
Performing actions can trigger confrontations,
usually when the action is against someone -
the confrontation must be fully resolved before
continuing to resolve the Round.
One important aspect is that if you take part
in a counteraction before your turn, you’ll be-
come Spent and lose your turn this Round. It’s
A player’s hand of cards represents their PC’s stamina, so
also worth mentioning that attacking back is a
PCs with a full hand are fresh and eager, while PCs with very
possible counteraction. Though you lose your
turn when you do so, it is still as effective as an
few or no cards in their hands are exhausted and probably
attack action and though your attack may not
demoralised. Therefore, when the characters take a break
be against the target you initially had in mind,
long enough to restore their energy, it usually means they
attacking back at a character forces him to fo-
have reached the end of the scene.
cus on you. Think of it as suppressive fire!
NOTE: There is no set duration or type of event that un- Once all characters have taken their turns,
equivocally determines the end of a scene, and it is up to the resolve the effects that take place during the
GM to determine when a scene ends. maintenance phase and then the Round ends.
An Initiative Round (also referred to simply as “a Round”)
represents a few seconds during which characters rapidly
perform actions. They are the game mechanic that es-
tablishes the order of play of all the characters trying to
outperform each other.
READY&SPENT CHARACTERS
At the beginning of a Round all characters in the area
caught up in the conflict are Ready. During a Round a char-
acter can become Spent in two instances:
tive to calculate the final Initiative order during the not Traumatised recovers one point of Neural health. Then,
ensuing Initiative Round. Discarding a card does not resolve all other effects related to the Maintenance Phase.
trigger card drawing mechanics.
If there are no Initiative Rounds taking place (because the
NOTE: NPCs cannot Rush. characters are not taking part in a time sensitive conflict) a
maintenance phase will still occur if some effect requires
2. The order in which Ready characters take their turn it, and if one or more characters have any neural damage.
to perform their actions is determined by the value A Maintenance Phase can be performed as often as the GM
of their Initiative Skill (modified by Rushing), from determines, keeping in mind that an Initiative Round usually
the highest value to the lowest one. takes place every few seconds.
316 In case of a tie, player characters will always go NOTE: Normally, neural damage is recovered quickly
first, followed by the NPCs in the order of the GM’s enough that outside an Initiative Round it can be ignored (i.e.
choosing. In case of a tie between player charac- not tracked) unless it is enough to Traumatise the charac-
faith: core book
ters, they must come to an agreement or tell their ter, it cannot be removed due to a special effect, or if it is
actions in secret to the GM, who will determine who dealt right before beginning an Initiative Round.
goes first.
NOTE: The GM does not have her own turn, because she ACTIONS
never performs actions.
3. The Ready character taking his turn can choose Everything a character does is an action, from shooting
either (1) to perform his action and end his turn or a weapon to playing the piano. All actions are performed
(2) to wait, allowing the next character to take their using a Skill that represents the character’s knowledge
turn before his own. He can wait several times, in that area, and an Attribute that represents his related
letting any number of characters go first. Other capacity. See Attributes and Skills for more details on the
Ready characters may choose to wait as well; and if specific uses of each of them.
all characters choose to wait, the last one that can
do so must perform an action. In FAITH, actions are successful by default with the level
of success of your choice (regular, decisive or critical)
NOTE: If a character would begin his turn but he is Spent, unless one of the following criteria are met:
he loses his turn. This represents that the character’s time
during this Initiative Round has been eaten up by him per- 1.
If the action targets or directly affects another
forming counteractions. character who is aware that the action is being per-
formed, that character can choose to counteract
4. When a Ready character chooses to perform an against it, triggering a CONFRONTATION (see next
action on his turn, he declares his action. This may page).
trigger a confrontation against a Time Sensitive
Event (TSE) or another character, which must be NOTE: During a shootout all enemies are considered
resolved before resuming the Initiative Round. aware of actions by the player characters who have been
discovered, and therefore can counteract against whatever
they do against them.
A counteraction can be any action that could make the Characters can confront any number of actions that
triggering action fail, or allow the character to avoid its target or directly affect them during each Initiative Round.
effects. However, performing one or more counteractions causes
a character to become Spent and forfeit their turn, if they
E.g. Make the triggering action fail: A character have not taken it yet.
can shoot back at someone shooting or attacking
him (and if successful he will be the one dealing the
damage!); he can affect their senses, capacities, or ACTIONS DURING AN
equipment; he can throw dust into someone’s eyes
when they are trying to grapple him; he can hack
INITIATIVE ROUND
their GPS when they are chasing him; etc.
During Initiative Rounds, actions should only need one
E.g. Avoiding the effects of the triggering action: verb to be described. If the word “and” is included, the char-
He can dive behind cover; he can jump outside the acter is probably trying to perform two or more actions
room where the grenade is; he can switch off his rig linked to each other and he will probably need several turns
before it is hacked; etc. to be able to do that. Here is a basic template to describe
actions:
3. If the action is considered by the GM impossible to A Confrontation takes place when a character perform-
perform in the current situation regardless of the ing his action is challenged and has a chance of failing and/
amount of effort, will or desire to do so, the action or being affected by counteractions or a Time Sensitive
is CANCELLED, and the character may suffer the Event.
effects of trying the impossible. The character’s
player may appeal, but he must be reminded that NOTE: The character performing the action that triggers
off-limit actions can break the gameplay. The GM’s a confrontation is called the triggering character and his
judgment and dissuasive power must lead the action is called the triggering action with the purpose of
gameplay forward. distinguishing it from the other actions in the following
explanation.
E.g. A character without the proper gear cannot
lift a one metric ton vehicle or jump from a twenty Normally an action or event can only target or affect one
story building; if he tries to do so, he can suffer character, to reflect a realistic scenario within the short
damage or even die. amount of time that these usually represent. However,
there are things that may target or affect several charac-
ters, such as throwing a grenade or an avalanche falling
COUNTERACTIONS on a group of characters. In those cases, all the affected
characters might be able to perform their respective
A counteraction is any action performed to prevent or counteractions.
avoid another character’s action during a confrontation.
It follows the same rules and has the same effects as an NOTE: The main difference between an action and a coun-
action (i.e. shooting, hacking, or slashing with your sword teraction, is that counteractions cannot affect anyone else
as a successful counteraction will deal damage as if it had but the triggering character - and therefore a counteraction
been a triggering action). will never trigger counteractions or Time Sensitive Events
itself. If a character performs an action that would normally 2. The GM declares the number of cards to be played
target or affect several characters, during a counteraction, by the TSE if there is one; as well as its nature and
that action will only affect the triggering character. the consequences that will happen if the TSE wins
the confrontation.
STEPS OF A CONFRONTATION 3. Any affected characters who are aware of the trig-
gering action and wish to confront it declare valid
To resolve a confrontation, players must always follow counteractions, and explain which Skill and Attrib-
the same steps: ute they will be using. They may each use up to one
Activated effect and one Sustained effect.
1.
The triggering character declares his triggering
action, explaining which related Skill and Attrib- NOTE: Counteractions may not target or affect char-
ute he will be using, and he declares its target or acters other than the triggering character. However, they
targets, if there are any. He may use up to one Acti- are as effective as actions, countering an attack with one
vated effect and one Sustained effect. of your own and being successful is as good as attacking
during your turn.
The Core Rules - Basic Concepts
Every time a character performs an action he is using one Each advantage adds 5 points to the character’s starting
Skill to do so. The Skill value is the initial action value of that action value, and each disadvantage subtracts 5 points
character during a confrontation. Additionally, if the Skill from the character’s starting action value.
value of a character is 0, he will suffer one disadvantage.
NOTE: A character’s starting action value can be a
DAMAGE PENALTIES negative number if he has suffered disadvantages.
Skill values are reduced by one for each damage point Both advantages and disadvantages can be gained
(both physical and neural) the character has suffered, to a through equipment, Upgrades, or Powers that grant them;
minimum of 0. or through roleplaying the situation. A character can gain
advantages from several sources at the same time or even
Neural damage suffered as the result of using an Acti- several advantages from the same source if the benefit it
vated or Sustained effect occurs as the action resolves, provides is very strong. There are so many possibilities that
and does not incur Skill penalties for that action. it is the job of the GM to determine how and when to grant
advantages or disadvantages to characters.
E.g. A character can be considered in an advanta- REGULAR SUCCESS
geous situation when he is behind cover, when his
enemy is restrained, when he enters a room undis- When an action reaches a value of up to four points
covered and catches other characters with their higher than its confronting action, it has the regular effect
guards down, when he is in a higher position than of the action as determined by the gear used or by the GM,
his enemy, etc. if there are not specific rules for it.
cards, they can play them using any combination termined by the GM (e.g. trying to knock someone out or
of the two options. doing a precise flesh wound so they won’t escape instead
of trying to deal damage to kill, etc).
If a character uses the same Attribute several times
during the same Initiative Round, he can still only play as Actions that deal a numerical value of something will
many cards between all of those actions as the Attribute triple their value after applying any modifiers, such as
value. Armour (e.g. you deal 3 damage to an NPC with 1 Armour,
which reduces the damage you deal to 2, which you then
I.e. A character with a Dexterity of 3 performs triple it to deal a total of 6 damage). Alternatively to tripling
a Shooting action during his turn and uses 2 cards the damage, you can choose to ignore the Armour of your
for that confrontation. Later on, during the same opponent (i.e. ignore the Armour of a strongly armoured
Initiative Round, he is shot at by someone else. If he opponent that you couldn’t damage otherwise, represent-
were to choose to shoot back as a counteraction, ing that you find a small opening in their defences).
he would be limited to playing up to 1 card for that
confrontation.
FAILURE
NOTE: Characters can only perform one action each
per Initiative Round, but they can perform any number of Whenever a character fails an action, it is up to the GM to
counteractions. tell why and how. If the action was confronted by an NPC or
TSE, their respective confronting actions are the cause, in
which case the GM usually simply narrates the success of
LEVEL OF SUCCESS the confronting action.
ADVANCED RULES
E.g. Two or more characters holding a door
Find below rules that complement the game and closed while a huge creature tries to open it to get
allow you to use the rules of FAITH to resolve virtu- to them; two characters operating a double-pilot
ally any situation that may arise. spaceship through the debris of a space battle;
several characters lifting a hurt companion to get
him to safety, etc.
COLLABORATIVE ACTIONS
Remember that a collaborative action must
A collaborative action is a single action that is always be a single action. A character opening a
performed by more than one character. During a door with a kick so his friend can throw a grenade
collaborative action, all participating players play in is not a single action and therefore it cannot be
as a single character who has an Attribute value considered a collaborative action, but two normal
equal to the highest relevant Attribute amongst actions that need to be well chained together to
participating players, and who has a Skill value succeed. Bare in mind that the most immediate goal
equal to the lowest Skill used amongst participat- of the action is the easiest way to tell if it can be
ing players. Only participating characters can play considered collaborative. In the previous example,
cards during a collaborative action. Additionally, the first character’s goal was allowing his friend
they gain one advantage for each character partici- to perform his action. They do not share the same
pating in the action after the first. immediate goal and thus they cannot perform a col-
laborative action.
E.g., Rick and Morty are traversing an asteroid hand this time, for a final action value of 20. Now, the TSE
field in their spaceship; Rick is piloting and Morty is will play two more cards. The GM can also choose to play
manning the plasma turret. Their ship is very easy from her hand. Will she do that and play high cards to force
to manoeuvre, so they gain one advantage. The GM a failure or will she let fate decide and play randomly from
claims they are about to be hit by an asteroid and the top of the deck, saving those high cards for later…?
they decide to confront it collaboratively as it will
affect both of them. While Rick will swerve the ship
to the left, Morty will shoot at the left side of the ADDITIONAL EFFECTS
asteroid to divert its path, increasing the chances of
avoiding the impact. They are both trying to avoid Sometimes, characters use pieces of equipment or
being hit by the asteroid so the GM agrees that it abilities that can complement their actions or change their
is a collaborative action. Rick uses his Link 2 (he is outcomes. These pieces of equipment or abilities have
cortex connected to the ship) and Piloting 2. Morty effects that can affect actions in different ways and, de-
uses his Dexterity 3 and Ballistic 5. For this action, pending on their type, they are resolved differently.
they can collaboratively play 3 cards with an initial
action value of 2 and they have 2 advantages (one PERMANENT
from the ship and another one from the collabora-
The Core Rules - Advanced Rules
tive action). The GM can play 3 cards with an initial Permanent effects are always in use and they always
value of 0 and has 2 advantages. Every time Rick trigger when they are applicable. Their use is not optional
and Morty can play a card, either one of them can and they must be applied if at all possible. All charac-
play it. teristics and Upgrades are Permanent unless specified
otherwise.
ACTIVATED
Passive actions can be used exactly as any other action.
Additionally, a character can perform one passive action When a character declares an action, he can trigger one
during his turn in addition to his regular action. Activated effect before any cards are played. Activated
effects are applied even if the action fails.
When performing a passive action during a confrontation,
characters can choose to play cards from the top of the If an Activated effect has several uses, the character can
deck and/or from their hand. If they choose to play cards decide to use any number of them at the same time.
from the top of the deck, they cannot draw any card to their
hand as a result. The cards used during passive actions do SUSTAINED
not count towards the maximum number of cards charac-
ters can play per Attribute per Round. When a character declares an action, he can trigger one
Sustained effect before any cards are played. Sustained
E.g. Yong is searching a dark tunnel to figure out effects are applied even if the action fails.
whether there is any danger before he enters. He is
using his Mind 2 with an initial action value equal to If a Sustained effect has several uses, the character can
his Survival 7 and he has no advantages. A TSE rep- decide to use any number of them at the same time.
resenting the darkness confronts his action playing
3 cards with an initial action value of 0. From the moment a sustained effect is triggered, it
remains active until the character decides to stop it,
The TSE plays a card from the top of the deck: An 11. Now becomes Traumatised, Bleeding Out, or dies. A character
it’s Yong’s turn to play, and because searching is a passive with an active Sustained effect cannot discard the neural
action he can choose to play it from the top of the deck damage suffered when activating it until it stops.
or from his hand. He does not want to spend cards from
his hand, so he takes his chances and plays a random card INSTANT
from the top of the deck: a 3. His action value is now 10,
still lower than the TSE’s, therefore he must play the next Effects with the keyword instant can be used at any time,
card or pass. Trying to play it safe, Yong plays a 10 from his even outside the character’s turn.
HOW TO PLAY EXAMPLE
GM’S DECK
MARK’S DECK
324
MARK’S
DISCARD PILE
faith: core book
Mark’s character, an Iz’kal con artist called Nimri, has In FAITH characters play with poker cards instead
been chased by some debtors into deep space, and she has of dice (the cards shown in this example are custom
barely managed to escape. FAITH poker cards).
Mark asks: “Is there is any obvious way inside the space- 325
ship?”. The GM narrates: “The derelict spaceship is big
326
faith: core book
Now both have the same action value, but neither can
play any more cards and the Confrontation ends with Nimri
successful by the skin of her teeth. She lands inside without
damaging her own ship.
In FAITH, there are NPC cards to represent non At the beginning of an Initiative Round, player
player characters, containing an illustration and all characters can choose to Rush (NPCs cannot Rush).
the game information needed to use them during an When a player character Rushes, he discards any
encounter. This information is also available in the card from his hand and adds its value to his Initia-
Core Book, and the cards are only a useful tool for tive (this only applies when establishing the order
GMs. of play, it does not apply if the character then uses
his Initiative for an action).
Mark says that Nimri is going to shoot the Flamer in the
face without hesitation, but the GM stops him to begin an Mark takes his turn first. “I will move slightly to the side,
Initiative Round. so I am covered by the doors frame and only lean in to shoot
at the Harvester”, he says, to which the GM responds: “The
Mark will have to wait until his turn to decide his Harvester counteracts by shooting back at you”. Now Mark
action - if the NPCs happen to be faster, they will must resolve a Confrontation against the Harvester, and
have a chance to act before Nimri, and she may whoever is successful will hit the other.
want to react in a different way.
During a character’s turn, he can perform ONE
Whenever there is a conflict in which the order action, and a small movement of about 2.5 metres
of the events is important and a clarifying factor, (~8 ft).
characters must stop narrating their actions and
start taking turns to perform them. The order in Performing actions can trigger Confrontations,
which they do it is established by the rules of the which must be resolved before resuming the reso-
During an Initiative Round, characters take turns Mark claims his character’s weapon grants her an ad-
to perform one action each in the order established vantage at this range, and the GM points out that the Har-
by their Initiative. vester’s weapon does the same.
In those conditions, Nimri’s starting action value is 9 and As a counteraction, Mark declares: “I shoot back at him!
the Harvester’s is 10. Therefore Mark must play first. Does he suffer a disadvantage because I am still in cover?”.
Mark plays a 7 of Wilderness, adding 7 points to his action The GM agrees, and shows that the Flamer’s weapon
value. Now Nimri has a higher action value (16) than the Har- grants him two advantages within this range. Nimri has one
vester (10), so it’s the Harvester’s turn to play next. advantage from her weapon while the Flamer receives two
advantages from his weapon, but cancels one out with the
disadvantage for shooting at a target in cover.
happens to be a 3 of OS: the Harvester got unlucky. the Flamer (14), and it’s the Flamer’s turn to play next.
329
NON-PLAYER
CHARACTERS (NPCS)
Non-player characters (NPCs) are characters controlled
by the GM. They are the key to many stories, and they can
be friends, foes, or simply neutral. They can be as simple or
as complex as the GM wants: she is in charge of developing
their backstories, if they need them. While with many NPCs ILLUSTRATION
most interactions will consist of talking or trading, others
might perform actions and engage in confrontations.
Teamplayer TRAITS
LEVEL Level 2 :: Human :: Loyal
mov. 5 metres :: weight 75 kg :: height 180 cm
INFO
330 You can use the NPC level as a guide to determine the 2 ICONS
difficulty of an encounter. A recommended encounter has 5 3 2 8
as many NPC of the current encounter level as the number
faith: core book
8 6 4
of PCs. Adding or removing NPCs can be used to balance PHYSICAL
STAT 2
INITIATIVE
STAT 2
MENTAL
STAT 2 STATS
the difficulty to the taste of the group. Using a higher level
NPC instead of several low level NPCs can be used to add CLOSE
3+ STANDARD
3+ ATTACK
QUARTERS DISTANCE
variety. Varied encounters will force the players to play
smart and try to gain advantages through role playing to Nemesis ENERGY
rise victorious. Plasma weapon (It ignores 1 point of armour). The
attack gains one advantage against dodging.
◊ Level 3: It’s recommended you use these after Human Fronters want a fresh start for Humanity, FLAVOUR TEXT
far from the influence of alien species, and they’re
level 2 NPCs start to feel easy. It is good to mix willing to go to great lengths to achieve this goal.
FAITH
STATS
Consider NPCs to have Faith equal to the attribute of their
NPCs do not have the same Attributes and Skills as the Mental Stat unless it is specified otherwise.
player characters. Instead, they have three Stats: Initiative,
Physical, and Mental. Each Stat has two values: the skill
that determines its base action value, and the attribute PLAYING CARDS
331
NEURAL HEALTH
ARMOUR
FIREWALL ILLUSTRATION
INITIATIVE
ATTACK
EXHAUSTION GHOST
NPCs do not have a limited number of cards they can play The NPC can only be hacked or detected by hackers who
per Stat per Round. Instead, they suffer a disadvantage see him.
when they use a Stat they have already used during the
current Round. [FOLLOWER] X
The NPC has as many divine powers from the God they
HEALTH follow as the number indicated in the name of this charac-
teristic. It is up to the GM to decide which powers the NPC
Most NPCs will have physical and neural health as any knows.
other character, but usually those who are not important
for the story can be considered dead once they are Bleeding [FOLLOWER] PROPHET
Out or Traumatised.
The NPC knows all the divine powers from their God at
Game Master’s Guide
NPCs are affected by modifiers to their actions in the prophet level. Additionally, the NPC has Faith 3 regardless
same way other characters are, as well as by advantages of their Mind Stat.
and disadvantages.
LONE WOLF
HACKING NPCS The NPC ignores the effects of exhaustion.
E.g. When a Military Contractor with a Reaper (energy face up on the table. Whenever the NPC plays a card, it can
3) and a Shamayin (energy 2) is hacked and suffers 2 ACS be swapped for the card drawn thanks to this characteristic.
damage, his Shamayin characteristic is turned off, but if he
suffers another point of ACS damage, his Reaper will also MOB
be deactivated.
While the NPC is in a group more numerous than their
opponents and they are the triggering character, the NPC
NPC TRAITS increases their level of success to the next best level, or
decrease the level of success of their opponent to the next
Many NPCs have common characteristics to flesh them worst level.
out, giving them additional capacities. They can be treated
as advanced rules and the GM can choose to ignore them PROFICIENT
to simplify an encounter. The meaning of these traits is
thus not reflected in the NPC entries of the book or on their Once per action and after playing a card lower than their
cards, and instead it can be found below. skill they are using, the NPC can add their skill instead of the
card to their action value.
AFFINITY
RAVAGER
After playing a card that matches their Affinity, the GM
can look at the top card of the deck; and discard it or use it If hacked, the NPC suffers a disadvantage in its next
to replace the card that triggered this characteristic. action; if hacked as a counteraction, the NPC fails its action.
While having an NPC under his control, a PC will control E.g. If Lee wanted to open the safe box quickly to
him exactly as the GM controls her NPCs, with the exception escape under the cover of darkness, he could rush
that the PC cannot play cards from the controlling player’s the data mining process required to pry open the
hand for him - the friendly NPC will play his cards from the electronic lock. In this case, the GM determines that
top of the deck (but the cards will be drawn and played by Lee is confronted by a TSE. If he loses, he could take
his PC controller). a lot longer, trigger an alarm, or other negative
effect determined by the GM.
NOTE: In the previous examples, if Nadia or Lee were like this to the GM - you should decide what you think is best
using a Skill with a value of 0, they would always be con- for the story: is it interesting that your players’ characters
fronted by a TSE, as they would have no clue about how to suffer one disadvantage to every action because they were
achieve their goal. not prepared to survive in a frozen planet? If they all have
Survival 0 and cannot find any food in the jungle, maybe
TSEs do not have a hand of cards to play during confron- it is interesting to give them a disadvantage until they find
tations. Instead, whenever they can play a card, they play food, or perhaps their unpreparedness can start to affect
the first card from the top of the deck, which never triggers their health. Perhaps force them to suffer neural damage
any drawing card mechanics. that they cannot remove until they eat - if they continue
like this they will faint and die of starvation. Go with what
Alternatively, the GM can choose to play a card from her is dramatically interesting, drives the story forward, and
hand instead, which can trigger Playing with the Ambience engages the players. Adapt effects to the situation and
taking into consideration the card’s suit. Cards drawn this your group’s gameplay.
way go to the GM’s hand.
And last, but not least, remember that playing RPGs is
In order to present a moderate challenge, a TSE should all about having fun with your friends, and that should be
play as many cards as the PC, a difficult challenge should your goal at all times. Enjoy the game and do not make it
play one card more, and a very hard one, two more. all about who succeeded or failed if it does not need to be.
ing. Here are some of our recommendations: take the PCs captive instead of killing them, or they offer a
deal to the PCs to stop fighting (why do NPCs always fight
Give secret agendas to your players to make them feel until the end, anyway; don’t they have families to come
invested in the story before it even begins. Bring the drama back to?), etc.
of their backstories to the game. Let them use the details
they gave to you while creating their stories, so the story Do not confront players when they perform mundane
you put together feels round and engaging. tasks, but instead lure them into playing high cards at times
when they really need to achieve something. That will make
Not every NPC needs to be a bad guy trying to shoot at their subsequent confrontations with NPCs much more
the PCs or hack into their brains. Use friendly or neutral interesting and tense, leaving you with high cards to aid im-
NPCs to drive the story forward: they are one of your most portant NPCs or prevent the story from derailing too much
valuable assets. Without them interacting with the PCs, from its course. Save your high cards for when it matters!
players tend to go about their own ways and set them- TSE are there to add drama and interest to the story, they
selves away from the story. Informers, merchants, secret are not a substitute for every last skill check you would
contacts, potential employers... all of them are interesting make in other games.
characters that will help you develop an engaging story
when they interact with the PCs. They can provide the PCs Sending enemies that are too powerful for the party to
with information, convince them to change their minds, put deal with can lead to an abrupt conclusion of the campaign.
them in compromising situations, or put their beliefs to the As a general rule, enemies should never be able to play
test. more cards at the players’ best skills than the players
themselves under normal circumstances (ignoring advan-
There are many things that can influence a character: he tages, that is). Once you learn how to properly evaluate the
can take damage by falling from a tall wall, he can suffer NPCs’ and players’ relative power, you will be able to send
hypothermia or hunger - the possibilities are endless. We more powerful enemies while giving the players a chance
could try to tackle this issue with some spreadsheets with to survive.
the most common effects of the most common issues, but
this would never be comprehensive enough and it would Do not make your NPCs mindless shooting machines
have very little narrative value. In FAITH, we leave things unless the story requires them to be. It is much more inter-
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.
GODLY MORALITIES
Who are the Gods of your players? That alone can help
you create a story for them. Do they think very differently
from each other? Have them be in situations in which they
must reach a consensus. Give their characters opportu-
nity to change and evolve, even if that means they have to
change Gods.
Miniature Rules
Terrain of some kind, either painted on the grid or appro- LINE OF SIGHT
priately scaled model terrain.
Line of sight is the criterion that establishes what a min-
iature can and can’t see. Characters have a 180º front arc
HOW TO PLAY FAITH in which they can trace line of sight, and they must meet all
337
WITH MINIATURES the following conditions:
GRID When you shoot at a target behind cover, you will suffer
one disadvantage. Additionally, cover might provide armour
You can use a hex or square grid. In a square grid, you can against regular successes. It is up to the GM to determine
only move diagonally once every three spaces. the amount of armour provided by each material.
Each space of the grid represents 2.5 metres (~8 ft). This LEANING OUT OF COVER
is not the most realistic conversion, but it is the most com-
fortable to use in the tabletop. When performing an action other than running, char-
acters may lean out of cover instead of moving a space.
When you perform a non-running action, you can move This allows them to trace line of sight as if they were in
up to one space (i.e. you can move 2.5 metres every time a space adjacent to their current position, and still get the
you perform an action). benefits of being in cover. At the end of their action, they
must remain in the same space as they were before.
the char acters
GENERAL RULES
The players who are not the GM play the protagonist However, characters are much more than a bunch of
characters of the story. They are in charge of playing the numbers that measure how good they are at something.
role of their characters: performing their dialogues, making
the decisions their characters would make, and using the
relevant mechanics of the game to determine whether CHARACTER
their characters rise victorious, or fail miserably.
CREATION
Each player controls a single character and develops
who that person is and what their motivations are — what
are their dreams and struggles? The more compelling a To create a character, follow these steps:
character is, the more rewarding the experience of playing
that character will be. The GM should encourage the other 1.
Decide your character concept: Come up with your
players to talk about the backstory of their characters background story, and write your name, age, and
and how they imagine them. Together, they can become an gender on your character sheet you’ll find on page
amazing group of characters who will live great adventures. 438. You are free to copy it for your personal use.
The Characters - General Rules
Characters have six Attributes, ranging from 1 to 3, 2. Select your species and choose one of your species’
that represent their general capacities and establish the background traits. Your species will determine
amount of cards the players can use during confronta- some of your character’s traits and limit some of
tions. Characters also have twelve Skills, ranging from 0 your Attributes. Write your species’ traits on your
to 9, that represent their specific skillsets and are added to character sheet.
their actions’ values. Characters may have Upgrades that
represent remarkable features like a Cortex Connector or 3. Choose one of the four suits to be your Affinity. This
a Divine Power granted by one of the Gods. Additionally, represents the places where your feel more com-
when they develop their Skills, they might obtain Talents fortable or where you are more capable. It might
340 related to those Skills, such as new combat techniques for be where you grew up, where you trained, or where
CQC, better understanding of others for Cunning, etc. you feel at home.
faith: core book
ILLUSTRATION ATTRIBUTES
INFO GOD
Write the character’s
name, age, profession, Tick the God followed
and lifestyle here. by the character here.
HEALTH
Write down the character’s
Physical health in the left AFFINITY
square and the Neural Tick the suit that
health in the right one. matches the character’s
Keep track of the damage Affinity here.
in the side spaces.
SKILLS
ADDITIONAL
ABILITIES INFO
Write the different Keep track of unspent
abilities here: Species experience points, godly
traits, Upgrades, favours and toxicity here.
Talents, and Powers.
GEAR
List the character’s
gear here.
4. Choose a God and gain its ability (see page 374). HEALTH & DAMAGE
Write it down on your character sheet. Your God will
define your morality and will empower you if you
follow its commandments. Gods must be pleased Characters have physical health and neural health. The
if you are to obtain something from them, so try physical health of a character is equal to twice the value of
to select a God that you’ll enjoy following. You can his Constitution, and his neural health is equal to twice the
change your God’s allegiance later on with the GM’s value of his Mind.
approval.
If you are a FAITH veteran, or you simply want to play ACS DAMAGE
a story with characters who are already powerful and
capable heroes or villains, you can all agree with the GM to Adaptive Circuit Severance (ACS) is the term used for
play a campaign with more starting experience points. It is the electrical overload of microprocessors after they are
up to the GM to determine how many. affected by corrupting Hacking routines, and also by certain
types of electromagnetic waves typically associated with
neural weapons.
damage may be further modified by certain powers, suffered, he can be in three different health states or even
abilities and gear that specifically affect final dead.
damage.
NORMAL
E.g. Jon attacks with his ERE sword using its
Explosive Reactive Edge activated effect, which The health state of a character is normal for as long as he
increases his base damage by 2. His target has is not affected by any of the following states.
armour 2 and is protected by a Divine Shield of Faith
2. Jon achieves a decisive success. His BLEEDING OUT
weapon’s base damage is 3 + 2 from
342 its activated effect, but it’s reduced A character is bleeding out when his physical health is
by 2 by his opponent’s armour, for below 0. Characters cannot perform actions nor engage
a total base damage of 3. The final in confrontations while Bleeding Out. During each main-
faith: core book
damage value is 6 after doubling tenance phase, a bleeding out character will suffer one
it thanks to the decisive success, unpreventable physical damage.
and the Divine Shield protecting
his opponent reduces the final NPCs will generally ignore characters who are Bleeding
damage by 2, for a modified final Out until they have taken care of all other threats.
damage of 4.
TRAUMATISED
A character is traumatised when his neural health is
ARMOUR below 0. The character is unconscious and will not regain
consciousness until his neural health is 0 or above. Char-
Some pieces of equipment acters can recover neural damage points by medical
and other effects provide attention.
their users with an armour
value. Whenever the character DYING
is about to receive physical
or neural damage from an If a character is bleeding out and traumatised at the
external source, subtract its same time, he dies automatically. If at the end of a scene
armour from the base damage. a character is bleeding out and he has not received medical
attention from a First Aid action, he dies.
UNPREVENTABLE
A character can also die of starvation, exposure to the
DAMAGE
vacuum of space, drowning, excessive mutilation, etc.
Unpreventable damage cannot The effects of these possibilities are left for the GM to
be reduced, cancelled, or prevented determine.
in any way.
TOXICITY “I am going to take a different approach to picking
the pellets one by one and fixing what is broken. I
Toxicity is used to represent a variety of long will study the situation and take notes on my pad, I
lasting noxious effects that can affect a character. want to figure out the entrance point of the pellets
Toxicity can be gained by taking drugs or poisons, and the radius spread. Once I know that, I will then
being affected by radiation or any other effect that disassemble the drone and take my time to fix each
might cause widespread body damage over time part separately. I will know where each pellet went
rather than immediately. so I won’t have to mess around and risk breaking
anything.”
A character will suffer as much unpreventable
neural damage as his Toxicity minus his Constitu- The GM agrees that this approach is more fitting
tion. This neural damage only increases or de- to his Mind than his Dexterity, and Mark can now try
creases when the Toxicity does, and it can not be to fix the drone using Mind, his highest Attribute.
discarded as usual during the Maintenance phase.
AIMING
SKILLS When performing this action, the character
declares a character or a small area, like a door
The Skills of a character represent his capabilities of or a window, as a target. During subsequent Initia-
a specific skillset. Skills range from 0 to 9. A character tive Rounds, the character receives one advantage
with a high value in a Skill is very capable in that area, and whenever he performs a shooting action against his
a character with a low value only has a rough knowledge target (or against any character within the area at
of the subject. However, the biggest difference in Skill lies which he was aiming). Additionally, as long as he is
between the values 0 and 1; a character with a Skill of 0 Ready, he can confront his target with a Shooting
has no clue about how to behave in actions related to that counteraction whenever his target performs any
specific Skill and will receive one disadvantage when using action, even if it does not target the character who
it. is Aiming. The effects of aiming are lost as soon as
the character performs an action or is confronted
Every action performed by a character relates to a Skill by a CQC attack.
representing his knowledge in the related area. If a char-
acter cannot find an appropriate Skill that relates to his
SUPPRESSIVE FIRE Additionally, hitting actions can use one of the
following effects.
Firearms only. When performing this action,
characters designate a small area, like a door or Block
a window, as a target. Suppressive Fire allows the
character to confront anyone performing actions Activated. It can only be used as a counteraction
within the designated area with a passive Shooting against CQC actions. Gain one advantage and if you
action. All passive Shooting actions after the first are successful you will make your opponent’s action
during the same Round will suffer a disadvantage. fail as usual, but your action won’t deal damage.
Its effect lasts until the weapon runs out of ammo,
or the character performs a different action, or Mighty Strike
decides to stop it. Suppressive Fire spends one of
ammunition per Initiative Round, regardless of the Activated. Suffer one disadvantage and increase
number of Shooting actions it ends up performing. the base damage of your attack by one.
If you are not wielding a weapon, you must choose to CRITICAL EFFECTS
cause either neural or physical damage when declaring
the action. If successful, you will deal as many points of The most common critical effect when hitting would be
damage as your Constitution. Choosing to inflict neural to triple the damage you deal, but you can use other nar-
damage represents you are trying to knock out your enemy, rative options: Disarming an opponent, taking him prisoner,
whereas physical damage represents you are trying to deal or knocking him unconscious. Any of these options must be
lethal damage. accepted by the GM.
If you are wielding a weapon, successful attacks will Critical effects when grappling may include choking your
cause the amount of damage listed in the weapon’s de- opponent and dealing as much neural damage as deter-
scription. Unless otherwise specified, the damage of a CQC mined by the GM every round he remains grappled, dislo-
weapon is physical damage. Improvised weapons will cause cating a joint to grant him a disadvantage towards certain
damage and/or give advantages to attacks as determined actions. It is up to the GM to accept or suggest additional
by the GM. effects for your action.
HACKING tion can be accessed in one turn, reading and understanding
it will take longer.
Almost always used
with Link when using The amount of information a hacker finds will greatly
software, or with depend on the target he chooses to access. In FAITH, in-
Mind when figuring formation travels between star systems in huge server
out possibilities or ships. Therefore, available information depends greatly on
implications. location, as it takes time to spread throughout the galaxies.
It is very important for the GM to consider what is best for
Hacking allows characters the story when deciding how much information to reveal.
to disable or gain access to hackable For example, the networks of mining planets are usually
devices, and to stop other hackers from set up for the purpose of allowing workers to communicate
affecting their own devices. Only devices with each other; there is very little information available
with Firewall are considered hackable (i.e. consider to them. However, the networks of large cities or business
that all electronic devices have some kind of Firewall as districts contain a lot of information about the companies
determined by the GM). that operate there, amongst many other interesting things.
◊ It is connected to the same network as the hacker. Virus: The device will suffer one disadvantage
346 until cleansed. When a character tries to cleanse it,
◊ It is within LinkWave range of the hacker’s rig. the device’s Firewall will confront them.
faith: core book
Firewall (FW) Instant. The vehicle gains one Stress if you are
piloting a flying vehicle, or one Strain if you are
Hackable devices are protected by a software called piloting a water or land vehicle, to gain or lose one
Firewall (FW), which is a type of NPC that only confronts Speed. You can use Accelerate as many times as
Hacking actions performing a Denial of Service action. the vehicle’s Acceleration Stat every round. Speed
is always gained towards the side of the board your
Firewalls have one Stat that determines their starting vehicle is facing.
action value and the number of cards they can play. They
play cards as an NPC. If you are in an atmosphere, your vehicle cannot
ing these kinds of situations or simply prefers using the specific area to check.
mechanics of the game to solve them, they can use their
Cunning Skill paired with their Mind Attribute. ◊ If a character has a higher Survival than the hidden
character’s Survival, the GM can determine that
Alternatively you can use a hybrid method, roleplaying he suspects that someone is hiding. The GM
the social interaction, then playing out a confrontation should warn a character in this manner if the
to determine how effective you were (the GM can grant story requires it, the situation is favourable to the
advantages or disadvantages depending on how well he hidden character being discovered, or the charac-
considers the player performed). ter is very alert. It is the GM’s prerogative to keep
quiet about this if she thinks it benefits the story
348 SOCIAL INTERACTION she is telling. Alternatively, if the players are being
very jumpy and behaving paranoidly, the GM can
Passive action. A successful action may improve an give fake warnings of this kind, to represent the
faith: core book
NPC’s disposition towards a character, allow the charac- character’s state of mind - which can sometimes
ter to read on someone’s true intention, or other suitable misdirect them from other hidden things...
effect. However, the full extent of the effects of a success-
ful Social Interaction action are ultimately up to the GM. A successful Searching action will reveal the hidden char-
acter to the searcher and from that moment onwards, the
hidden character is no longer considered hiding from him. A
SURVIVAL failed Searching action will leave the searcher oblivious to
the location or existence of the hidden character.
Most often used with Mind when analysing a
situation, or Dexterity when crafting things or REMINDER: You can perform one passive action
gathering supplies. in addition to another action. When performing a
passive action you can play cards from the deck
Survival represents how tough, crafty and self-sufficient and/or from your hand; cards played from the deck
characters are. It is used by characters to find things like do not trigger drawing mechanics. Cards played in
food or resources in hostile environments, to orient them- passive actions do not count towards your Attrib-
selves in a new location, or to do things in order to survive, ute limit per Round.
such as building a shelter, knowing what to do when a hur-
ricane comes their way, or knowing what type of food is
edible. Additionally, Survival represents the perceptiveness INITIATIVE
of the characters and his ability to hide and move silently.
Most often used with Agility.
HIDING
Initiative represents a character’s reflexes and ability to
Passive action. Hiding can be used while performing move quickly in decisive moments. It is used during initiative
any type of action that does not usually draw attention. rounds to determine the initiative order, and it is also the
The character remains hidden as long as he remains in an Skill used when characters attempt to do something that
adequate place to hide or until found by a Searching action. does not require specialized training but instead requires
If other characters cannot physically fail to perceive the speed and fast reflexes.
DODGING or situations where characters are in free fall, like para-
chute jumping.
Dodging is used to avoid effects from CQC actions or
to duck behind cover when targeted by a ranged attack. Any action that would usually be performed with Athletic
If there is no available cover you cannot dodge a ranged is instead performed with EVA while in Zero Gravity.
attack.
EVA allows characters to move the same distances
Athletic does, but in 0-G or free fall. EVA must also be used
ATHLETIC for Throwing actions performed in 0-G or free fall. Objects
thrown in 0-G do not have weight restrictions, although
Most often used with Agility when performing their mass may affect the speed of the thrown object. The
brief efforts, or Constitution when endurance GM should keep in mind that the distances stated are mere
or strength are required. guidelines and they should be adjusted to fit each particular
situation.
The Athletic Skill is used by characters to run, swim, dive,
climb, lift weight, throw objects, or do any other athletic REMINDER: Characters in 0-G must keep in mind that eve-
activity. rything works very differently in the absence of gravity, and
simple things like shooting a weapon might become difficult
The effects of losing limbs are set by the GM as The Technical Skill is used when repairing machines,
she sees fit. Usually, losing a limb will cause dis- robots, vehicles, and other technological devices; it repre-
advantages to some actions, making it impossible sents an understanding of how to use unknown technology,
to use some tools or weapons, or increase the time how to control robots, or how to adjust suits. It is up to the
needed to perform certain actions. GM to decide the time required for each Technical action,
taking into consideration the tools at hand, the pieces avail-
Similarly, if the patient is Traumatised, the doctor able, the difficulty of the task, etc.
can forfeit Mind points of the patient towards the
same purpose. In all Technical actions, the character performing the
action is called the technician and the machine or device
targeted by the action is called the target.
REPAIRING of the GM, who will decide what the robot does and
to whom it does it).
Repairing can be used on a damaged target to remove
any type of damage from it. A successful Repairing action You can control any number of robots whose
removes all damage of one type from the target. combined level doesn’t exceed your Link.
GAINING EXPERIENCE
DURING A SESSION FAST CAMPAIGN
Gaining 10 experience points per session is meant
Each time a major milestone of the story is reached or to give you a sense of progression while maintain-
the characters have had a significant opportunity to learn ing certain realism about how much you can learn
and improve their abilities, the GM may decide to grant and progress in a short period of time. It will take
them experience. It is recommended to do so at the end of you about 40 sessions to make your character very
every session, but it is ultimately up to the GM’s discretion. powerful. You might not have that much time to
play a campaign; so you can all agree to play a fast 353
It’s recommended that the GM grants 10 experience campaign, in which characters will receive more
SPACEBORN
CORVO You are Tian born and raised. You move in 0-G
like a fish in water.
The Corvo are a highly technological species;
they are very independent and very capable. If your Affinity is Space, receive one advantage when you
Their appearance and physiology resembles perform an action using EVA.
those of insects and they are well adapted to
life in space. PLANETSIDE CORVO
You have lived most of your life in Quanjie or
another planetside Corvo colony.
TECHNOLOGICAL
The Characters - Species Traits
You gain the Cortex Connector 1.0 upgrade for free, and
it does not count towards the maximum number of Tech ATTRIBUTE LIMITS
upgrades you can have. It can be upgraded to an advanced
cortex connector and have cortex expansions installed as The evolution of the Corvo gave them a very
356 normal. utilitarian metabolism, allowing them to adapt
to life in space and to survive with minimal
You always have Affinity to OS in resources. For this reason, they are not very
faith: core book
BACKGROUND TRAITS
ATTRIBUTE LIMITS
Choose one of the following background traits:
Iz’kal are first and foremost social beings, and
METROPOLITAN IZ’KAL they are not as technologically advanced as
Corvo. Additionally, as a species that originated
You are adapted to life in the city.
from the water, their bodies are not built for
The Characters - Species Traits
Choose one Iz’kal planet. You have been genetically land life.
altered to fit perfectly in it. You gain one advantage towards
your social interactions with natives of that planet. Your Link and Constitution Attributes are limited to a
maximum value of 2 each.
BATIL (CRYSTAL IZ’KAL)
You have been genetically modified for
space activity. HUMAN
If your Affinity is Space; receive one advantage Humans are remarkably adaptable. Al-
when you perform an action using EVA. though not as powerful as the Iz’kal or the
358
Corvo, many Humans are highly valued
DHAHAB (GOLDEN IZ’KAL) workers and mercenaries and their
faith: core book
Pay for one Ballistic or CQC Talent during character You can ignore the modifiers of up to two physical
creation. It will not count towards the limit of Talents you damage counters.
can have for that Skill.
ATTRIBUTE LIMITS
Although they are one of
the best physically suited
intelligent species of the
Universe, their societies
were not able to develop
as fully as some of the other
species.
“WARM BLOOD”
You have an innate understanding of the world RAVAGER INFILTRATOR
around you that surpasses that of your breth-
ren. Smaller and more crafty than other Raag, If the GM decides it would be interesting for
you are driven by an unquenchable thirst for the story one or more characters can be ravager
knowledge and adventure that keeps you on infiltrators.
the move.
The Characters - Species Traits
You have a remarkable charisma and beauty 12 points. Every time you receive any amount of physical
for your species’ standards. Additionally, you damage from another character or a TSE, draw a card.
have been genetically modified to enjoy and
give physical pleasure: your erogenous zones Additionally, ignore the Skill penalties of as many physical
are enhanced, you excrete powerful phero- damage as your Constitution.
mones that stimulate those around you, and
your metabolism is extremely clean - perspira-
tion, defecation, and urination are minimal and
odourless.
EXPANDED MIND
Apparently doctors discovered a way to ex-
9 points. You gain an advantage towards social interac- pand the mind that is faster and more reliable
tions when dealing with people who could be sexually than reading books.
attracted to your gender and species; but you’ll suffer a
disadvantage against those who, for personal or moral 6 points. You have 2 additional points of neural health.
reasons, might despise such modifications.
FEATURE CHANGE
CHAMELEONIC BRAIN
One of the most aggressive modifications avail-
Your brain is extremely malleable, you are able able, it spearheads our understanding of genet-
to learn and forget things that for most are ics and biology. It was developed by a plastic
rooted as part of themselves. surgery lab with the motto: “Always a modern
look”. Now, it is mostly used by criminals.
12 points. Action. Discard a card of value 10 or more to
change your current Affinity to another suit. 12 points. This upgrade cannot be obtained in the State.
Activated. You can restructure your facial and muscular NANO HOOKS
features to resemble those of any character of your own
species if you have previously ingested a sample of their Climbing competitions almost became outdated
DNA. Your voice, eyes, and other distinguishable features when this came into the market. Now, climbing
will be completely identical to the original. You can also gyms include wind machines, slippery surfaces,
mimic their fingerprints (all species have some form of and traps. They actually made the sport more
identifiable, unique fingerprints) if you obtain a sample deadly.
of them. However, you cannot change your general size
or weight. The changing process takes 10 minutes during 6 points. You can attach yourself to a wall or ceiling with
which you will look completely disfigured. your bare feet or hands. Your movement while suspended
is reduced to half and you can only support as much ad-
ditional weight as your own body weight.
HARDENED MATRIX
Your bones have been modified to withstand NEURAL RECOVERY
extreme forces.
Your mind is capable of sustaining severe trau-
9 points. Reduces the final physical damage you take ma and recover from it.
from decisive and critical attacks by one. Additionally, you
The Characters - Upgrades
will not take any damage when falling from heights of up to 6 points. During the maintenance phase you will recover
10 metres (~32 ft). Neural health even if you received Neural damage that
round.
HETEROTHERMY
PHAGOCYTER
You have control over your circulatory system
and you can slow down your metabolism. You can eat anything organic, easily digesting
bones, tendons, etc. You cannot be affected by
362 6 points. Your body can tolerate temperatures ranging diseases of any kind and ignore the most perni-
from -20 to 60 ºC and your heat signature blends with the cious effects of any drug or poison.
environment and is indistinguishable from it.
faith: core book
9 points. You gain one less Toxicity than usual from any
Additionally, you can hibernate for periods of time of up source that gives you Toxicity.
to as many weeks as your Constitution. During hibernation,
you cannot do anything, but you won’t need to eat or drink
and you’ll only need half the regular amount of oxygen. POWERED REFLEXES
Suffering damage or other extreme sensorial disturbances
can wake you up. One of the favourites among special forces, it
truly makes a difference when going through
the fatal funnel.
INSOMNIAC
9 points. Instant. When you Rush, take one unpreventable
Rich Corvo families get this as a present for neural damage to play the card from the top of your deck.
their children when they have to take their ex-
ams for the elite universities.
SUPER ELASTICITY
9 points. You cannot sleep and you do not suffer any
consequences from the lack of sleep. You are unusually flexible for your species. You
can perform incredible contortions that would
put professional escape artists to shame, and
MENTAL ENHANCER you can compress your body to pass through
narrow places, even dislocating and relocating
Balance is the most important thing for your your bones at will.
health. Ask your doctor.
6 points. You have two advantages when using grappling
3 points. You can have one Tech Upgrade over your limit. to free yourself from another character, and for actions
If this upgrade is removed, your associated installed Tech related to elasticity such as contortionism, escaping from
Upgrade and the experience points it cost are lost. restraints, fitting through narrow places, etc.
TISSUE REGENERATION BIONIC ARM
Masochists loved this upgrade so much that You have replaced one of your arms with a bi-
now you are required to pass a psychological onic limb. It looks organic but it can transform
test before you can purchase it. into another device.
15 points. You will discard one physical damage counter 6 points. Choose between a very easy to hide weapon,
every hour, for as long as you are not bleeding out. Addi- a CQC weapon, or any other small piece of gear as deter-
tionally, the you can grow back one entire severed limb or mined by the GM. The bionic arm will be able to transform
organ in one month. into the chosen piece of gear. It can later be changed by a
technician. While hidden, the gear will have the ghost trait.
UNGODLY RESILIENCE Activated. Transform the arm into the gear installed, or
vice versa.
You are tough as a rhinoceros.
6 points. You have 2 additional points of physical health. BIONIC SPY GLASS
You have a digital eye that can perform a x50
TECH UPGRADES
The Tech Upgrades are pieces of gear that can be 9 points. Activated. Use to extend the Standard Distance
attached to the body of the character. range of a weapon to 300 metres (~330 yd).
You have an array of heat and noise sensors Additionally, it allows you to understand any language
that constantly scan your surroundings. you hear; it will also translate written languages into your
own language (you will always see everything written in
9 points. You cannot be caught by surprise by characters your own language: signals, logos, books, etc). This doesn’t
in a 10 metre (~32 ft) radius. It can be programmed to wake impart the ability to imitate speech that your anatomy is
you in the circumstances of your choosing (e.g. someone not equipped for; other than that, you can freely commu-
entering that range). nicate with any sentient being who has a spoken language.
CORTEX CONNECTOR 2.0
6 points (or 3 points if you replace an existing Cortex
Connector 1.0 with this upgrade). It works just like a Cortex
Connector upgrade, and additionally you can have as many
cortex expansions installed as your Link. Cortex expan-
sions do not count as Tech Upgrades, but you can obtain
and install them in the same manner:
DATA STORAGE
6 points. This expansion will allow you to store and
access any information that was available to you the last
time you had access to the internet as if you were still con-
nected. The information will not update until you reconnect
to the internet.
DOUBLE JACK
The Characters - Upgrades
DRONE STATION
9 points. You can perform the action Issue command
(Technical) as an activated effect.
MED-INJECTOR
6 points. It can be loaded with any injectables that you
have. Designate a friendly character to control the injector.
While you are within 50 meters, he can use it to administer
any of the loaded injectables as an instant (he must still
confront a TSE if the injectable requires it).
NEURAL LIBRARY
9 points. Activated. If you spend one hour connected to
the net and resting, you can download a neural map for a
given Skill. Choose a Skill to have its value become 2/4/6
depending on your Mind until you stop this ability or become
traumatised or bleeding out. No talents are allowed for
skills gained this way. You cannot spend experience on a
Skill that is being affected by this.
ROBOT EXPANSION 12 points. You can be exposed to a vacuum and pressures
of up to 10 atmospheres (atm) without suffering negative
6 points. Increases the combined level of the robots you effects.
can control by one point.
Additionally, your skin can mimic your surroundings,
making you hard to see. You gain one advantage towards
EDITED MEMORIES hiding actions when your opponents are trying to detect
you by sight, and any action targeting you that requires line
You had some memories removed by cogni- of sight will suffer one disadvantage if performed from
tive neuroscience. There is an entire period of 20m away or more. This effect doesn’t work if you are
your life you do not remember. This is a routine wearing clothes.
process performed on freelancers, people who
agree to a job they cannot know about after-
wards for (usually) a significant sum of money. OPTICAL DISRUPTOR
0 points. You can only choose this if the GM gives her You appear as a blurry form to all detection de-
approval. She will create a reason for your character to vices (cameras, scopes, recognition systems,
have his memories edited and what happened in that period infrared visors, etc). The only way of recognis-
of time. This should eventually come back to your campaign ing you with cameras or sensors is employing
You are aware that your memories have been edited, but 6 points. You cannot be aimed at by characters that are
you don’t remember them at all (even if you have Eidetic seeing you through electronic devices (i.e. if they are using a
Memory). If you eventually find out about what happened, suit, a cortex connected weapon, or some other electronic
the GM can allow you to lose this upgrade. Discovering what device to see you).
happen is a breach of contract and might upset those who
hired you, you put your life at risk doing so.
SHIELDED SKULL 365
Gain 20 experience points (The GM may grant you ad-
Keep all those websurfers away from your
Your skin is made of an extremely resistant and 3 points. You can have one Bio Upgrade over your limit.
refractive synthetic polymer that responds to If this upgrade is removed, your associated installed Bio
its surroundings. Upgrade and the experience points it costs will be lost.
TALENTS
The Talents represent each character’s specialities, PRECISE
things they have spent enough hours doing they have
become second nature. When hitting the target is not enough.
turn, if you are Ready, you can take your turn right after
Keep them coming. him, skipping Initiative Order to perform a Ballistic action.
12 points. Your Attribute determines the number of cards Additionally, when you act against a character targeted
you can play from your hand per action — not per round — by an ally during the current Round, gain one advantage
when using Ballistic, but you will suffer one disadvantage at towards your action.
every Ballistic action after the first one.
It is not that you have a favourite weapon. It’s ger. Let the shot surprise you.
that you are great with it.
9 points. You can stack the effects of aiming up to thrice.
12 points. Expertise may be chosen several times, each
time selecting a different type of weapon.
CLOSE QUARTERS
Choose one class of weapon or choose vehicle weapons.
COMBAT
Instant. Once per action — if you are using a weapon with
which you have an expertise — when you play a card change
its value to your Skill’s value (it won’t change its suit and it ALWAYS FORWARD
will still trigger card drawing mechanics).
If both of you get hit, your opponent will be on
the losing end.
MISSILE EXPERT
9 points. You can only apply it when using heavy weapons.
Hitting another ship a thousand kilometres
away is sometimes just a matter of will. Instant. If you fail a CQC action against a CQC or Ballistic
action, and your opponent achieved a regular success, you
3 points. You can shoot guided missiles to untagged can change his success into a decisive; or if your opponent
targets. They will automatically fail unless the target achieved a decisive success, you can change his success
becomes tagged before the missile reaches it. into a critical. If you do, your CQC is also considered suc-
cessful with a regular success.
AN EYE FOR WEAKNESS MARTIAL ARTIST
Wait until they are distracted. A warrior’s body must be a weapon.
9 points. When you perform a CQC action against a Spent 6 points. While you are unarmed, you can use agility to
target, you gain one advantage. perform grappling actions and your hitting actions gain one
advantage.
CHARGE
PRECISE
“For the Emperor!”
When hitting the target is not enough.
“Wrong game, dude.”
9 points. If after a running action you are within CQC reach 6 points. Applies to CQC weapons only. You achieve a
of an opponent, you can immediately perform a CQC action decisive success when your action value is 4 points over
and if successful you will deal one additional base damage. your opponents, and you achieve a critical success when
your action value is 8 points over your opponents.
DEATH BLOW
SPEC OPS
EXPERTISE
HACKING
It is not that you have a favourite weapon. It is ABSTRACTION
that you are great with it.
You can push your mind beyond exhaustion
12 points. Expertise may be chosen several times, each when it comes to figuring out what your com-
time selecting a different type of weapon. puter is asking of you. The code speaks to you
in subtle ways.
Choose one class of close quarters weapon.
15 points. Instant. While performing a Hacking action, you
Instant. Once per action if you are using a weapon with can take one unpreventable neural damage to change the
which you have expertise, when you play a card change it’s value of a card you just played for the value of your Hacking
value to your Skill’s value (it won’t change it’s suit and it will Skill.
still trigger card drawing mechanics).
SPIKER UNTOUCHABLE
You add a little special sauce to your hacks. Be like water.
9 points. When you perform a DoS action, you deal one 9 points. Your Attribute determines the number of cards
additional base ACS damage. you can play from your hand per action -not per round-
when dodging.
368
INITIATIVE ATHLETIC/EVA
faith: core book
BODYGUARD
ACCELERATION RESISTANCE
You have trained to serve and protect.
This ain’t your first space rodeo.
9 points. Instant. If you are aware of an action performed
against another character up to 2.5 meters away, you can 6 points. You can confront Stress TSEs with a passive
choose to become the target of the action instead. action.
FAST RECOVERY
LAST WORD
Being tired is just an state of mind.
There is no stopping you.
12 points. If at the beginning of the maintenance phase
12 points. If you were to become spent from performing you have 3 or less cards in your hand, draw a card.
a counteraction, instead become the last character to act
during this Initiative Round.
FREERUNNER SMOOTH PILOTING
You are more comfortable running than sitting Your crew does not even realise when you have
down. If you could sleep while doing so, you taken off.
would.
9 points. Instant. Discard a card without triggering any
9 points. Your movement actions are passive. When you card drawing mechanics to reduce by one the cards played
perform a passive movement action, you cannot perform a by the Acceleration TSE. Limited to once per round.
movement action as your active action.
STEALTH MASTER
POWERFUL
They are not ungraceful heavy pieces of metal
You hit like a bull. when you pilot them.
6 points. When you perform an attack using Constitution, 6 points. Gain one advantage towards Stealth actions
you deal 1 additional final damage. with a vehicle.
STRONG TUNER
SURVIVAL
6 points. You gain one advantage towards Stealth actions INTIMIDATING PRESENCE
for as long as your Armour value is no higher than 1.
When you tell them that you’ll hurt them, they
know it’s true. They see what you have planned
NEVER GIVE UP for them in your eyes. They bend their will to
yours.
While being fully aware of the cost of pushing
your body and mind to the limit, you are capa- 6 points. If you are in a situation of being a threat to
ble of doing so when it is needed. You have a another character, you’ll gain one advantage towards
motto: “Always forward”. convincing him to do something. However, they will do so
unwillingly. As soon as they feel they are out of your reach,
3 points. Instant: When you fail at a Survival action, you they will stop obeying you and do what they can to escape
can reduce your Physical or Neural health by one for a from you. Later on, if they find a way to punish you, they
period of one month of in-game time. If you do, you achieve might do so happily.
a critical success instead.
INVESTIGATOR
SAILOR
You have an eye for the detail. Small things that
You find yourself at home when navigating the other people do not realise simply pop up to
seas. You can read the stars to sail treacherous you like beacons in the dark.
oceans, and you can navigate the currents to
avoid standing yourself in ever changing rivers. 6 points. Gain one advantage towards searching for
clues, finding objects, realising something is out of place,
3 points. Gain one advantage towards the control of ships discovering traps, etc.
and swimming actions, also to sailing related actions, such
as the control of ships, or finding directions or food while
in a ship.
JUDGE OF CHARACTER EMPATHY
To you, other people’s feelings are written on When you see someone hurting, you find re-
their faces, voices, and gestures. You are the newed energies within yourself to help them.
first to realise when something is unpleasant
to someone; you also know what drives them. 9 points. When you start a Medical action, draw two
You can put yourself in their shoes and think cards. If they are not used, discard them at the end of the
and feel like they do. action.
QUICK LEARNER 3 points. After being the patient of a successful First Aid
action, it can be you who spends the actions cleaning up the
You get more out of your experiences than wound instead of the doctor; or, if you do it together, it will
most, learning from your mistakes as well as take half of the required rounds rounded down.
the mistakes of others.
STABILITY
faith: core book
GHAZIWA PERFORMER
Your profession earns you a stable income
You are a respected performer, known even in every month, even while you are away from
the Corvosphere among certain artistic circles. your job — maybe you own part of a business,
shares, you are getting royalties or any other
6 points. Iz’kal only. reason that fits your Profession.
Add +1 when calculating your Lifestyle in the Corvosphere. 6 points. Stability may be chosen several times. Cannot
be chosen in the State.
INHERITANCE Stability I: Every month you gain 20% more credits than
usual from your Lifestyle.
You have received an inheritance from some
family member, or even a donation, which Stability II: Every month you gain 50% more credits than
translates into a property of high value (not usual from your Lifestyle.
liquid credits).
Stability III: Every month you gain 75% more credits than
20 points. Inheritance may be chosen several times. usual from your Lifestyle.
Cannot be chosen in the State.
RESOURCEFUL
“Of course I brought that with me, who do you
think I am?”
When you choose this Talent, you must select one viable
hobby. A hobby should be like a profession, but really 373
focused (e.g. musician would be a Profession, whereas
gifted with powers. Divine powers have different levels (I, II and III), you can
only use the levels up to your Faith. Additionally, all Divine
The moment you follow a God you obtain its ability, you powers have a prophet level.
can use it at any time.
ERGON
KALIVAN ABILITY
Activated. Spend one Godly favour to discard any number
of cards and then draw that many number of cards.
DIVINE SHIELD
VEXALE ABILITY
Sustained. Suffer two neural damage and choose another
Activated. Spend one Godly favour and for the remainder character in your line of sight. During each round that char-
of the round every action that targets you will suffer one acter cancels as much damage as your Faith. Limited to one
disadvantage. at a time.
PROPHET LEVEL
LEDGERITE ABILITY
When you use this power you can choose up to two other
Activated. Spend one Godly favour to play any card from characters to be affected by it.
your hand as a Joker (it doesn’t trigger drawing cards rules).
JUDGMENT from you and from each other. The portal is a 2D ring of
energy that does not interact with the physical world of
Instant. Choose another character in your line of sight 2 metres (~6.5 ft) of diameter. All forms of matter and
that has just played a card and suffer as much neural energy can travel between them as if they were next to
damage as his Faith. Then, discard as many cards as your each other. Characters can see clearly through them, and
Faith from the top of the deck and replace the value of the if only one is open, it’s invisible. You can open up to two
played card by your target with the value of any one of the portals, opening a third will close whichever you prefer of
cards you have discarded. the other two - they last open for one hour.
PROPHET LEVEL You can open both portals with a single action.
Shuffle back into the deck any amount of the cards you The portals can be up to 1,000 metres (~1100 yd) away
discarded when using this power. from each other. You gain one advantage towards the
action.
PROPHET LEVEL
Alternatively to the regular effects of the power, you HEXIA
can:
Activated. During this confrontation your opponent must Alternatively to the regular effects of the power, you
play all of his cards before you have to play any. Then, take can:
two neural damage.
Instant. Take two neural damage. Create a sphere 5
Receive one less neural damage when you use this power. metres (~16 ft) in diameter at up to 50 metres (~55 yd) away
that lasts until the end of the round. Time stops inside the
This power is now considered sustained instead of acti- sphere, characters and things inside cannot act and cannot
vated. While it is active you can confront actions even if you be affected by what’s outside. Any character who is par-
were unaware they were targeting you. tially encompassed by the sphere is considered to be inside
of it.
376 PROPHET LEVEL
Instant. Suffer three neural damage to ignore the effects
faith: core book
of a failure.
KALIVA
HIDDEN TRUTH
Sustained. Take two neural damage. You are able to
detect holograms, illusions and stealth devices as if they
did not have any special capabilities. EXTENDED AWARENESS
Additionally, you can read the emotions of other charac- You can sense danger, even in the most uneventful days,
ters with equal or less Mind than your Faith without them even while you sleep there is always a part of you that
noticing. You can read basic emotions, such as anger, fear scans around you. There is a voice that speaks to you in the
or happiness, but not thoughts. E.g. if someone is lying to language of dreams: conversations that you remember
you, you may read nervousness or elation, but you won’t having but can’t remember the content nor the voice of the
know for certain if what you are hearing is the truth. person talking. No, not the person, the God, Kaliva looks out
for you, and when she says be ready, you always are.
Additionally, while maintaining physical contact with the
target, each second of contact allows you to read a second Instant. Take one neural damage. Confront an action that
of memories and thoughts. targets you even if you were unaware of it (you can wake up
from a regular sleep to do this) if the character performing
PROPHET LEVEL it has Faith equal or lower than you.
Additionally, while maintaining physical contact with the Additionally, you are capable of noticing the smallest
target, you can incept memories into his psyche. These details and clues (e.g. someone tailing you in the crowd or a
memories must be circumstantial, such as changing his drop of blood in a red carpet). When you perform a search-
memory of who told him what, changing how he remem- ing action against another character, gain one advantage
bers the names of people not close to him, or remember or for every point your Faith is higher than his.
forgetting being or knowing about a place, a stranger, etc.
PROPHET LEVEL PROPHET LEVEL
Instant. When you declare a counteraction, draw one Additionally, if when you use this power you are success-
card and then discard one card. ful, draw one card.
GREED PHANTOM
Why is it bad to want things? We might not be the physical Who said that being invisible came with a cost? It actually
centre of the universe, but we are the centre of how we reaps benefits. The things people say and do when they
perceive it, and everything that does not pass through me think they are alone, the places they hide and the things
might as well not exist as I will never know. Who is to say they keep. The things you can do in the dark, I can do in the
this is not all for me? Who is to say that I am to be content? light too.
I might be God myself. The more I think about it the more
empowered I feel, and the closer I am to being one. Sustained. Take two neural damage. Any character with
Faith equal or lower than yours is affected by phantom,
Action. Store aside up one card from your hand (leave it unless you don’t want them to. A character who performs
on the table upside down in a clearly defined pile). These a successful searching action against you won’t be affected
Additionally, there is no longer a limit of the times you Action. Mark a character without him knowing. You can
can use this power per round. mark any number of characters with a total Faith value
equal or lower than yours. You can unmark a character at
Additionally, you can ignore Skill penalties when deter- any time.
mining your Skill value for the purposes of determining if
your Skill is higher than your opponent’s to use this power. You can feel the presence and mood of marked charac-
ters anywhere in the same solar system and you’ll know
their general direction. You have a pretty good idea of how PROPHET LEVEL
far away they are.
While this power is active you suffer one less point of
Additionally, if you close your eyes you can see through physical damage from each damage source (After applying
any of your marked character’s eyes. all damage modifiers and levels of success).
One character in physical contact with you can also Instant. Suffer one physical damage. Recover up to three
benefit from this power. neural damage even if it comes from sustained effects.
Activated. You can play one card over the maximum
during this action. Then, suffer one physical damage. MADNESS
Limited to once per action.
Sustained. Suffer one neural damage. All characters with
PROPHET LEVEL Faith less than or equal to yours in a 10 metre (~32 ft) radius
are affected, including yourself. Any confrontation involv-
Instant. Spend one Godly favour to recover up to two ing a character affected by Madness must be resolved
physical health. using cards played from the top of the deck, instead of their
respective hands.
PROPHET LEVEL
LEDGER When you play a card from the top of the deck while
using this power, reveal an additional one and choose which
to play and which to discard.
LEDGER’S MARK
DEATH OF FAITH
PROPHET LEVEL
You can use it with your actual Faith.
the gear
GENERAL RULES
In FAITH, characters can carry and use any kind of gear Ghost: It does not appear on LinkWave radars. It can still
they might acquire, find, or craft. Some of the most impor- be hacked using other methods or through LinkWave if the
tant pieces of equipment are represented on cards con- hacker locates it accurately.
taining all the important information needed to use them.
However, we encourage players to create their own gear if Glove: It must be worn on one hand. It can be attached to
they find the need for it. a suit with a Technical action.
There are five types of gear cards: ranged weapons, CQC Godly Mark: It is not a physical item. It cannot be taken
weapons, robots, suits, and objects. away from you nor be discovered by others.
Certain pieces of gear have characteristics with energy, Mini-robot: 1 to 5 mini-robots count as a level one robot
The Gear - General Rules
or the keyword Powered. Those characteristics are consid- towards the number of robots you can control. Mini-robots
ered powered, and if the piece of gear suffers more ACS are not autonomous and have very limited capacities.
damage than their own energy or the energy of the piece of
gear if they don’t have an energy, they stop working. Each Spectre: Ghost. Additionally, all other pieces of gear
powered characteristic can be turned off individually. carried by you gain Ghost.
E.g. If a piece of gear has got three powered Throwable: Action (Athletic/EVA). It may be thrown up
characteristics the first with energy 6, the second to 50 metres (~55 yd) away. It provides one advantage if
382 with energy 5 and the third with energy 3, suffers 6 thrown within 10 metres (~11 yd) and it suffers one disad-
ACS damage both the second and the third powered vantage for every 10 metres (~11 yd) or fraction further.
characteristics will be cancelled, but not the first.
faith: core book
can have software installed, use it to navigate the Robots have some common powered characteristics
web, to communicate, watch and project video, that will stop working if they suffer as much ACS damage
etc). as their energy value.
◊ Battery with long autonomy. ◊ High definition camera, microphones and status
sensors (all data is recorded and stored for one
◊ Radio and network comms. week).
Additionally, each suit has a number of specific charac- ◊ Vacuum and atmospheric working capabilities.
teristics that sets it out from the rest which are described
in each suit - They will stop working if the suit suffers more
ACS damage than their specific energy value. OTHER ITEMS
There are all kinds of objects that characters can use
in the Universe of FAITH, from rigs to grenades, from the
technical to the medical, and all forms of tools. It is up
to the GM and the players to make up their own objects,
although some of the most usual yet interesting items are
represented in cards or in this book.
GEAR ANATOMY
In FAITH, each piece of gear comes in a card. Additionally, Agility modifier: While wearing a suit, it might provide
in this book you can find several pieces of gear with which one advantage (+) or disadvantage (-) towards Agility
you can begin your adventures. actions.
CHARACTERISTIC
POWERED CHARACTERISTIC
INFO
FLAVOUR TEXT
NAME
COMMON
CHARACTERISTICS
ILLUSTRATION
ENERGY
The Gear - General Rules
FW
386
faith: core book
NAME
COMMON
CHARACTERISTICS
ILLUSTRATION
MAG/ENERGY RANGES/
FIGHTING STYLES
FW
TYPE OF WEAPON
NAME
COMMON
CHARACTERISTICS
ILLUSTRATION
ENERGY
ARMOUR
AGILITY MODIFIER
387
STRUCTURE COMMON
CHARACTERISTICS
ENERGY
ARMOUR
FIREWALL
ILLUSTRATION
INITIATIVE
Plasma Shield
388
faith: core book
ILLUSTRATION CHARACTERISTIC
ILLUSTRATION
3 1 8 1 3 0 1
Drug Handler
The miners of remote Corvo colonies tell each In Medbots, bedside manners are as impor-
other stories about evil Iz’kal ghosts that hunt their
enemies anywhere at any time of the day. FLAVOUR TEXT tant as knowledge and experience... probably
because they are easier to implement.
SAVANT Close Standard
Quarters Distance
CQW :: Easy to Hide 3+ 2 3
SMG :: 2,000 credits
weight: 2 kg :: size: 65 cm :: 8 mm ammunition Firearm
Scope
Activated. Use to extend Standard Distance range to
300 metres, ignoring weapon advantages further than 100
metres away. Use to see in infrared.
390 One of the most common and versatile weapons. The design
originated from Earth during the Corvo invasions, and was
later improved and adapted for use in 0-G operations.
faith: core book
2++ 2- 4
Shotgun :: 10,000 credits
weight: 4 kg :: size: 70 cm :: 20 mm ammunition Firearm
Bullet Storm
4- 4+ 3
Bipod
Action. Set it up or take it down. While set up, it is fixed
to the ground or a wall, allowing the weapon to rotate 90º
in either direction, and it grants one advantage towards
Shooting actions.
The “Witty” takes its name after a widespread jest whereby you 391
turn the gun 90 degrees to point to the person beside you who
is making bad jokes and say “that’s witty” before shooting.
3+ 3+ 3 3 8
Assault Rifle :: 30,000 credits
weight: 8 kg :: Lenght: 75 cm :: 40 mm ammunition Railgun 1
See in infrared.
4+ 2++ 4 3 8
Assault Rifle :: 45,000 credits
weight: 6 kg :: size: 70 cm :: Polonium core Radiation Weapon
2+ 1++ 2 8
Assault Rifle :: 5,000 credits
weight: 3kg :: size: 65 cm :: Radon core Neural Weapon
392 The diaperer took its name from the interesting results
obtained during the testing process in Human specimens.
faith: core book
3+ 3+ 2 8
Assault Rifle :: 15,000 credits
weight: 6 kg :: size: 75 cm :: Plutonium core Plasma 1
Designed to cut through light polymer armours, this blade has been
used ever since the Uprising by all sorts of martial arts students.
Plasma Shield
Bulky
Frag Blast
Flash Wave
Defensive Hack
Tactical Rig
Adrenaline Shot
ATP Infusion
Medikit
Sealing Gel
“Just gotta rub it in, and the nanobots will do the rest. Good
as new, I tell you, you’ll be good as new.” - Sgt. Ibn Abbas
hours before Pvt. Mayin’s death due to combat wounds
EM SHIELDERS Tactical :: 15,000 credits
2
weight: 1.2 kg :: size: 28 cm
Drone :: Mini-robot Graphene 2 5
EM Shield
Remote Technicians
The Corvo are not made for combat, so they put their 397
minds towards removing technicians from the front
lines. The nanobots are the result of those efforts.
Multipurpose
Optical Illusion
After the murder they checked the surveillance video and saw
a homeless woman walking by the building, who suddenly was
wearing a suit and entered the building like she owned it. Soon
after she was wearing a uniform and accessing the CEO’s office...
The Gear - Suits
2 2
3 1 8 4 1 8
Receive one advantage towards a Hiding action if You can confront any Hacking actions performed
hidden in an adequate place. Characters further than within your LinkWave, even if they do not affect you.
20 metres away suffer one disadvantage towards all
actions against you that require line of sight.
The miners of remote Corvo colonies tell each More alluring than a Stratton#N6FAB21416 to any
other stories about evil Iz’kal ghosts that hunt their hacker worth their bandwith, this kind of suit has been
enemies anywhere at any time of the day. involved in roughly 6% of all known cybercrimes.
The Gear - Suits
JUGGERNAUT SUIT KI SUIT
Cortex Connected Cortex Connected
80,000 credits 60,000 credits
weight: 100 kg :: size: custom weight: 30 kg :: size: custom 399
Reinforced carbon plates :: Plutonium core Nickel alloys :: Plutonium core
2 2
5 2 + 8 4 1 + 8
You can jump thrice as far and lift thrice as much Activated. Use to gain one advantage towards
weight as you normally would, and you gain one ad- Agility actions.
vantage towards Constitution actions.
If the suit stops working, you cannot perform Activated. Use to move at twice your normal speed.
Agility, Constitution or Dexterity actions until the suit
is repaired or removed. Activated. Use to ignore the
attribute card limit for the current Agility, Constitution
or Dexterity action. Limit once per round.
“Your Iz’kal enemies will crush under your arms like insects”, The most precious tool of a martial artist, the reincarna-
was the tagline the marketing team had prepared for this tion of the samurai or knight armour in todays warfare.
new suit. But when the State showed interest in buying
several thousand units, it was dropped: The market is boss.
The Gear - Robots
3 2
3 4 2 5 2 3 0 8
CLOSE
3 ++ STANDARD
3+ Bench Hand
QUARTERS DISTANCE
It has a drill, a screwdriver, a soldering torch, and a
power claw. Other tools can be added with Technical
actions. If you are its controller, you can perform a
Technical action as if you are in the robot’s location,
and you gain one advantage.
Assault drones were created by the State to replace Ancient Corvos foretold that one day all jobs
infantry soldiers as the core of its army. would be taken over by robots. Centuries later,
all we’ve got are petty tech drones.
The Gear - Robots
JINNK’UL MEDBOT
Ghost
Level 2 :: 195,000 credits Level 1 :: 35,000 credits
401
weight: 60 kg :: size: 160 cm weight: 3 kg :: size: 35 cm
5 metres (walking) :: Plutonium core 5 metres (walking) :: Plutonium core
3 1
3 5 1 5 1 3 0 1
It can confront any Hacking action performed within Ballistic attacks against it suffer one disadvantage.
its LinkWave range, even if does not affect it directly. It gains one advantage towards hiding actions.
Action (Hacking). It causes 3 points of ACS damage It may carry one injectable piece of gear and you can
when performing DoS actions. perform Drug Handling actions through it.
The Iz’kal cannot really hack - it is a known fact and In Medbots, bedside manners are as impor-
a long running joke in the Corvosphere - but they tant as knowledge and experience... probably
sure can design machines to hack for them... because they are easier to implement.
the
vehicles
vehicles
GENERAL RULES
Vehicles are machines directly controlled by the charac- NAMING A CAPTAIN
ters inside them, with little to no autonomy (autonomous
vehicle-like machines exist in FAITH, but those are consid- While inside a vehicle you must name one character to
ered robots and use their corresponding rules). Each vehicle be the Captain. Each group might have its own rules (a crew
has a few intrinsic characteristics, as well as the option of Iz’kal members of the State is not the same as a crew of
to install a number of modules, which can be used by the pirate Corvo). Use them to decide who is Captain at each
characters controlling it. Modules range from piloting tools given time.
to weapons, cargo bays, and other specialised modules for
specific tasks. The Captain will be able to decide certain things relating
to how things affect the vehicle. You can also make up the
In this chapter of the rules, there is a clear distinction rules of hierarchy in your vehicle if you want, which might
between characters and vehicles. However, the core rules establish that the captain can give out orders to the rest
of FAITH do not make that distinction. Whenever a core rule about certain things.
that applies to a character could also apply to a vehicle,
consider the vehicle to be a character for the purpose of If at any given time there is no captain in a vehicle, anything
The Vehicles - General Rules
that rule. that rules wise would normally be decided by the captain is
now decided by the GM until a new captain is named.
NOTE: The modules you will find in this section are
meant to be used with spacecraft, but the rules have been
designed so they can be used with land, air, or even water CONTROLLING A VEHICLE
vehicles. The GM should decide which of the modules are
viable for your custom vehicles. You can also use the board Vehicles can be considered very complex pieces of gear;
for movement and to establish ranges, but you will need to when a character wants to use it, he must determine which
adjust it to realistic distances between whatever vehicles part of the whole he’ll control. Each of these parts are
you are using (e.g. if you are going in a humvee and you called modules. Sometimes using a module takes an action,
404 are being attacked by an enemy chopper, you should use other times their use is activated or instant, representing
meters instead of kilometers). that the advanced machinery can have some autonomy and
can be used through orders or quick responses. Certain
faith: core book
VEHICLE SHEET
Each vehicle model will have its own vehicle sheet. It will
define several aspects of the vehicle, and its upgradability.
INFO
The information of a vehicle includes: Name of the
SPECIAL ABILITY
Certain vehicles may have a special ability.
405
STATS
EFFECTS
CARGO
A vehicle can suffer several ill effects.
List of the vehicle’s cargo.
Using a pencil keep track of the different effects:
Here you can write down what cargo the vehicle is
The Vehicles - General Rules
STATS
INFO
EFFECTS
POWERED SYSTEMS
SPEED Place the PC’s vehicle’s token in the centre space of the
board. It does not move from there (i.e. The vehicle does
Speed is represented with tokens (if you don’t have any, move in relation to terrain or distances to planets, but it
you can write it down with a pencil, or use the numbers in remains in the centre of the board as the board is used to
a die). When a conflict between vehicles begins, they might represent the relative distance between the PC’s vehicle
be already on the move. Depending on the situation, they and the rest. Therefore, you’ll only move the other vehicles
can start the encounter with more or less Speed tokens on on the board).
them, as determined by the GM.
NOTE: If the PCs have more than one vehicle, decide which
NOTE: Remember that a vehicle inside an atmosphere has one will be on the centre of the board. Whenever the rules
a maximum Speed. And, although there is no limit for the refer to the PCs vehicle, they are referring to the one in the
The Vehicles - Vehicle Combat
Speed in the vacuum, it is recommended not to start with centre of the board.
more than 5 Speed on the PC’s vehicle.
If the PC’s vehicle was already moving when the conflict
started, give it some Speed (it is recommended not to start
THE VEHICLE’S BOARD with more than 5 Speed on the PC’s vehicle).
In the last pages of this book you’ll find a board which Place the rest of the vehicles where they would be as
you can use to visualise your vehicle combat scenes. This is it pertains your story with as much Speed as the story
not necessary to play with vehicles, as you can keep every- requires, if any (note that if they have just reached the PC’s
thing narrative in your heads, but it can come handy when vehicle going after them, they should have more Speed that
408 playing out big encounters or when you feel like playing the PC’s, otherwise they could not have entered the board).
more strategically.
While the players can argue about their vehicle’s starting
faith: core book
To use it, you will need: Speed and the distance they find themselves from the rest
of the vehicles, this is determined by the GM as she sees fit
◊ To print or draw a copy of the board so you can for the story.
have it on the table — that way you can place
things on it and still have access to this book. MOVEMENT ON THE BOARD
◊ Tokens or miniatures for the vehicles. During the maintenance phase you will resolve the Speed
of the vehicles, moving them across the board towards the
◊ Speed tokens. direction they are facing as much as their Speed.
RELATIVE DISTANCE Remember that the PC’s vehicle never moves from the
centre of the board, but you still need to resolve its Speed:
BETWEEN VEHICLES
When calculating how much the other vehicles move,
The rest of the vehicles taking place in the encounter are subtract its Speed from all the vehicles that are going in the
placed in the other spaces of the board depending on the same direction; or add it to all the vehicles that are going in
distance they are from the PC’s vehicle when the conflict the opposite direction.
arises.
Vehicles that leave the board are considered to have lost
NOTE: The board only takes into consideration the track or fallen behind.
relative distance between the PC’s vehicle and the rest,
assuming they all travel in the same direction. Consider the
front and back to cover the respective hemisphere of space TERRAIN
in the front or back of the PC’s vehicle (i.e. In the vacuum
of space the distances are so great that it does not really Vehicles, same as characters, can use terrain in their
matter if ships are approaching from one side of the back; favour to obtain some kind of advantage over their op-
in land it can be more important but it is left to the GM’s ponents, such as protection against attacks, a place to
narrative). What this really represents is if the vehicles are hide, or an opportunity to lose their pursuers. It is up to
the GM to determine if a certain terrain can be used by a
specific vehicle, given its size and characteristics, or if 4. The captain chooses a number of modules of that
moving through it might incur penalties of some kind (i.e. a system equal to the Piercing damage and shuts
small humvee might be able to use a forest to stay hidden, them down.
whereas a tank might have trouble navigating through the
same terrain). E.g. A successful attack deals 12 damage, which
is reduced to 9 by the vehicle’s Armour 3. The ve-
Terrain can also be used to hide, move stealthily, and hicle’s Structure is reduced by 9 points. Addition-
avoid radars and other forms of detection. Some terrain ally, the vehicle’s Threshold is 4, which means the
might be difficult to navigate — confronting vehicles that attack’s piercing damage shuts down 2 modules.
try to move through it as a TSE and damaging or impairing
the movement of those vehicles that fail — or even impass- If there are any characters inside the system receiving
able for certain vehicles, which must find a way around. piercing damage, the captain can decide to convert one
or more piercing damage into one or more final physical
TIP: When the terrain confronts the vehicle, it should be damage to each of those characters instead of shutting
a TSE that plays as many cards as the vehicle’s Speed (and down that many modules. If all the modules are shut down,
it can have advantages or disadvantages depending on the any extra piercing damage must be converted into final
circumstances). However, it is up to the GM to decide the physical damage for the characters inside that system.
effects and opportunities that might arise when playing in
no damage. 409
ATTACKING A VEHICLE
you to target the crew directly. final physical damage; no modules are shut
down.
An attack against a vehicle has two effects simultane-
ously: One, it can cause damage which will eventually lead VALID COUNTERACTIONS
to the destruction of the vehicle; and two, it can shut down
TO AN ATTACK
one or more modules, which will eventually lead to the
vehicle becoming inoperative. To represent these effects, Due to the nature of vehicle combat, its typical ranges,
follow the steps below: the aiming automation systems and other issues intrinsic
to vehicles, preventive counteractions (such as attacking
1.
Subtract the damage dealt from the vehicle’s back or hacking the attacking vehicle) are not considered
Structure. If it is reduced below zero, the vehicle is valid counteractions against attacks by vehicles and can
destroyed. not be chosen as such (missiles shot by vehicles, on the
other hand, can be confronted in this fashion, because once
2. Divide the damage caused by the vehicle’s Thresh- they leave the vehicle they are not considered part of the
old and round it down. The resulting number is the vehicle). Therefore, the only valid type of counteraction
Piercing damage. against an attack from another vehicle is trying to avoid it.
To resolve a successful DoS action against a vehicle, speed on its own and can keep flying in a set course with the
divide the final ACS damage you dealt by the target’s engines off).
Threshold and round it down. The resulting amount is the
number of modules that are shut down in the system you
targeted. The captain of the target vehicle chooses which
modules are shut down (if the attack could shut down more
WHAT AMBIENCE?
modules than the target system has, the extra ACS damage
is lost). While inside a vehicle use the following clues to under-
stand which ambience the characters are in while perform-
ing their actions:
410 REPAIRING A VEHICLE If the characters are using the vehicle’s modules and the
action’s success only reflects in the internal functioning
faith: core book
Modules can stop working for two reasons: they can of the vehicle (such as repairing), it is OS. If the action’s
either be shut down from ACS damage or from Piercing success reflects in something that happens outside the
damage from a regular attack. As both are repaired the vehicle (such as moving, shooting something, etc), it is the
same way you don’t need to keep track of what shut each ambience in which the vehicle finds itself: Space, Urban, or
down. Wilderness.
To repair a module, the vehicle must either be fitted with If the characters are performing actions themselves
a working repairing module or have enough room to be instead of using a module (perhaps because there are
repaired manually by a robot or technician. enemies within their vehicle), the ambience would be Urban
for a vehicle in a place with gravity or Space for a vehicle in
Select the module you want to repair and be confronted the vacuum of space.
by a TSE that plays as many cards as the vehicle’s Thresh-
old. If all the modules in that system were shut down, Hacking actions are always OS.
receive one disadvantage. If you are successful the module
is repaired, but it cannot be used until the end of the vehi-
cle’s turn.
VEHICLE CREATION
Follow these steps to build a vehicle: Each system comes with a number that determines how
many modules it can have installed (e.g. The system
1.
Buy a vehicle model (The GM should determine Cockpit 3 can have up to 3 Cockpit modules installed), but
which vehicles are available to you where you are. a vehicle cannot have modules of a higher level than the
In some cases you might end up buying a second vehicle’s level (e.g. The system Cockpit 3 of a vehicle level
hand vehicle for a reduced cost, which will already 2 can have either three cockpit modules of level 1 or one
have some modules installed and might have some cockpit module level 2 with another level 1).
downgraded stats as determined by the GM).
Modules are of a type, determining which systems they
2. Come up with a name for your vehicle. can be installed; they have a level that limits in which
vehicles they can be installed, and they have a cost in
3. Write down its special ability next to it if it has any. credits that must be paid to obtain them. Each module then
provides the vehicle with some ability which can be used by
4. Write down its stats on a vehicle sheet. any crew member with access to it.
INFO
100 1 6 3 2
Each system can only have modules of the same type General systems: Command 1; Hull 1; Cargo 5; Multip. 10.
(e.g. the Cockpit system can only have cockpit modules).
AM’UNDSEN LIGHT CRAFT
INFO
Cost: 800,000 credits; Model: IZ00945A; Level: 1; Type:
Spacecraft (Atmosphere capable); Size: 2; Control: Cortex
connected; Max. crew: 4; Max. atm. speed: 4.
STATS
8 + 3 3 6
The Vehicles - Vehicle Creation
40 2 6 3 4
SYSTEMS
Energized systems: Core 3; Cockpit 4; Engineering 3;
Defence 2; Weaponry 1; Advanced Weaponry 2.
INFO INFO
Cost: 900,000 credits; Model: AFF-01D; Level: 1; Type: Cost: 1,500,000 credits; Model: MC-SC-M45; Level: 2;
Spacecraft (Atmosphere capable); Size: 2; Control: Cortex Type: Spacecraft (Atmosphere capable); Size: 3; Control:
connected; Max.crew: 4; Max. atm. speed: 5. Cortex connected; Max. crew: 10; Max. atm. speed: 5.
Ability: It can have level 2 Weaponry modules. Ability: It can have the Cloaking III module, which will not
count towards the maximum of Hull modules it can have.
STATS
STATS
Initiative Dodge Evasion Acceleration Radar Initiative Dodge Evasion Acceleration Radar
6 + 2 3 6 7 4 3 8
40 3 6 4 4 70 4 6 4 7
SYSTEMS SYSTEMS
Energized systems: Core 3; Cockpit 3; Engineering 3; Energized systems: Core 4; Cockpit 4; Engineering 3;
Defence 2; Weaponry 2; Advanced Weaponry 2. Defence 3; Weaponry 3; Advanced Weaponry 4.
General systems: Command 1; Hull 1; Cargo 3; Multip. 4. General systems: Command 2; Hull 2; Cargo 3; Multip. 7.
The Vehicles - Vehicle Creation
413
Ability: It can have the Cloaking III module, which will not Ability: It gains one advantage towards Piloting actions
count towards the maximum of Hull modules it can have. towards finding a route in the Labyrinth.
STATS STATS
Initiative Dodge Evasion Acceleration Radar Initiative Dodge Evasion Acceleration Radar
6 3 4 9 5 - 3 5 8
100 4 6 4 8 150 4 9 4 5
SYSTEMS SYSTEMS
Energized systems: Core 5; Cockpit 4; Engineering 3; Energized systems: Core 5; Cockpit 5; Engineering 5;
Defence 4; Weaponry 2; Advanced Weaponry 3. Defence 4; Weaponry 3; Advanced Weaponry 4.
General systems: Command 2; Hull 2; Cargo 4; Multip. 12. General systems: Command 3; Hull 2; Cargo 6; Multip.20.
VEHICLE CUSTOMIZATION
CORE on its own can use its modules as a TSE that plays 3 cards
(it will receive any advantages or disadvantages provided
by its modules when using them). It is not limited to one
The modules that can be installed in the Core system action per round; each round it will use each of the modules
relate to the functioning of the vehicle and can affect all not used by its crew once.
other systems with its improvements.
It will have its crew’s best interest in mind when taking
decisions, but it will always follow it’s captain’s orders.
ASSISTED WEAPONRY
The vehicle will have a semblance of a personality and
Level: 2; Cost: 100,000 credits. Weapons from this will answer questions directed at it. The vehicle’s type
vehicle gain an advantage when attacking tagged targets. of personality is chosen during it’s creation (jovial, witty,
posh, etc.), and it will develop further through its relation
The Vehicles - Vehicle Customization
Remote control
IMPROVED RADAR
Level 1; Cost: 10,000 credits. As the vehicle’s captain,
Level 1; Cost: 50,000 credits. Gain one advantage when you can drive it remotely for as long as you can connect
414 using the vehicle’s Radar. to it. Additionally, the vehicle can be given directions, and
realistic arrival and departure times which it will follow
with precision. While self-driving the vehicle cannot dodge
faith: core book
When the crew in the cockpit is going to suffer damage MEDICAL SYSTEMS
from an attack on the cockpit’s system, reduce that
damage by one. Level: 1; Cost: 45,000 credits. You can perform Medical
actions onto the crew inside the cockpit and gain one advan-
Additionally, if the vehicle is destroyed, all the characters tage towards it.
in the cockpit become Traumatised but they won’t suffer
any other damage from the destruction of the vehicle.
The cockpit won’t be destroyed, and will become a safety SHOCK ABSORBENT
capsule.
CHAMBER
TAGGER 3 (LINKWAVE
1,000KM) SHIELDING 5
Level: 3; Cost: 500,000 credits. Reduces the base
Level: 1; Cost: 100,000 credits. Action (Hacking). It gives damage taken from plasma and EM weapons by 5.
3 tags to an objective.
UNTAGGER I
TAGGER 5 (LINKWAVE
Level: 1; Cost: 50,000 credits. Select a number of tags on
1,000KM) your vehicle. You can perform a Technical action against a
TSE that plays that many cards. If successful, remove that
Level: 2; Cost: 200,000 credits. Action (Hacking). It gives many tags from your vehicle.
5 tags to an objective.
UNTAGGER II
DEFENCE Level: 2; Cost: 80,000 credits. Select a number of tags
on your vehicle. You can perform a Technical action with
The energised modules that defend the vehicle. one advantage against a TSE that plays as that many cards.
If successful, remove that many tags from your vehicle.
WEAPONRY RAILGUN 3
Level: 2; Cost: 150,000 credits. Railgun 3.
The standard weaponry of the vehicle. They can be in-
stalled more than once. 1 km 10 km 100 km 1,000 km
7+ 7+
20MM MACHINE GUN
Level: 1; Cost: 65,000 credits. Firearm. After dealing RAILGUN 5
damage, it deals damage an additional time (go through all
the steps again). Limit once per attack. Level: 3; Cost: 250,000 credits. Railgun 5.
10+ 10+
5++ 5+
PLASMA GUN
417
50MM-X MACHINE GUN Level: 1; Cost: 75,000 credits. Plasma 1.
5++ 5+
PLASMA SPEAR
100MM-X MACHINE GUN Level: 2; Cost: 150,000 credits. Plasma 2.
12+ 12+
HEAVY PLASMA GUN
RAILGUN 1 Level: 2; Cost: 150,000 credits. Plasma 3.
5+ 5+
HEAVY PLASMA SPEAR ranges away as the number of times it needs to
Approach.
Level: 3; Cost: 250,000 credits. Plasma 4.
It has a FW value to protect itself against hacking
1 km 10 km 100 km 1,000 km attacks, and Initiative to dodge attacks. It will be
destroyed if its Structure is reduced to a negative
8+++ 8++ 8+ number, and it will shut down if its Energy is reduced
to a negative number. In either case, the missile fails
and can no longer attack.
PLASMA CANNON
Level: 3; Cost: 250,000 credits. Plasma 5. STANDARD MISSILE
Level: 2; Cost: 200,000 credits (Note that the cost is
1 km 10 km 100 km 1,000 km
for the whole missile-shooting module, not per missile).
12++ 12+ 12 Missile. When it resolves its attack action it deals 20
The Vehicles - Vehicle Customization
EM CANNON 4 3
1 km 10 km 100 km 1,000 km
“MOSQUITO”
6++ 5++ 4++
Level: 2; Cost: 200,000 credits (Note that the cost is
for the whole missile-shooting module, not per missile).
HEAVY EM CANNON Missile. When it resolves its attack action it deals 12
418 physical damage and gains two advantages.
Level: 3; Cost: 250,000 credits. It causes ACS damage.
faith: core book
4 4
1 km 10 km 100 km 1,000 km
6 6 15 9
8++ 7++ 6++
“EAGLE”
MISSILES Level: 2; Cost: 200,000 credits (Note that the cost is
for the whole missile-shooting module, not per missile).
Missiles are a special kind of weapon, as the Missile. When it resolves its attack action it deals 12 physical
weapon itself is the projectile. They work in the fol- damage, gains one advantage, and negates the advantages
lowing manner: gained from Evasion.
HULL COMMAND
419
What covers the exterior of the vehicle. These modules improve some of the basic stats of the
ARMOURED I
ACCELERATION UPGRADE
Level: 1; Cost: 100,000 credits. The vehicle gains 1 armour.
Level: 1; Cost: 200,000 credits. The vehicle gains +1
Acceleration.
ARMOURED II
Level: 2; Cost: 250,000 credits. The vehicle gains 2 CORTEX CONNECTED
armour.
Level: 1; Cost: 80,000 credits. The vehicle’s control
changes to cortex connected.
ARMOURED III
Level: 3; Cost: 500,000 credits. The vehicle gains 3 EVASION UPGRADE
armour.
Level: 1; Cost: 200,000 credits. The vehicle gains +1
Evasion.
CLOAKING I
Level: 1; Cost: 200,000 credits. The whole vehicle gains FIREWALL UPGRADE
Ghost (Does not appear on LinkWave radars. It can still be
hacked using other methods or through LinkWave if the Level: 1; Cost: 200,000 credits. The vehicle’s Firewall
hacker locates it accurately). Additionally, you cannot be plays an additional card.
the target of Searching actions in the 1000 Km range.
INITIATIVE UPGRADE and can host lifeforms up to 5 metres tall, 3 metres wide,
and 2 metres deep. It is often made of reinforced carbon-
Level: 1; Cost: 250,000 credits. The vehicle gains +1 steel structures, and is capable of safely containing all but
initiative. the most dangerous creatures of the universe.
STEALTH UPGRADE
HANGAR
Level: 1; Cost: 175,000 credits. The vehicle gains +2
Stealth. Level 2; Cost: 400,000 credits. The vehicle has a hangar
in which it can transport any number of vehicles whose
added size is lower than its own.
STRUCTURE UPGRADE
Spacecraft’s hangars have a double door airlock to avoid
Level: 1; Cost: 250,000 credits. The vehicle gains +20% losing any air. When a vehicle goes through the first, it
Structure rounded up. closes, then the space between the doors sucks the air out,
and only then the exterior door opens.
420
SYSTEM UPGRADE
QUARANTINE
faith: core book
EXPANDED COCKPIT
AUXILIARY ION THRUSTERS
Level 1; Cost: 15,000 credits. Add two to the vehicle’s
Level: 3; Cost: 500,000 credits. Space flight takes half maximum crew.
the time it would usually take.
SIMULATION ROOM
LUXURIOUS LIVING
Level 2; Cost: 90,000 credits. You can gain experience
QUARTERS inside this vehicle during downtime (i.e. time spent travel-
ling). You can use it to increase once per trip any one of the
Level 1; Cost: 100,000 credits. Each living quarter fits one following Skills as if you had used them during a session
crew member, or it can be shared by a couple. Characters and the group voted on it: Ballistic, Survival, and Piloting.
living in these quarters gain +1 experience during downtime
in the vehicle.
SURGERY ROOM
MERAP Level 2; Cost: 120,000 credits. You can use this to treat
one patient that has suffered any kind of wounds. You can
Level 1; Cost: 300,000 credits. A Mineral Extraction, replace missing limbs with cybernetics or grow them back.
Refinery, and Processing Module contains a powerful Gain one advantage towards Medical actions.
surface drill and all the necessary equipment to extract,
purify, and process all sorts of mineral into convenient 15
centimetre crystal cubes, which for most minerals means TASER
a weight between 15 and 30 kilograms. It can safely store
250 cubes. Level 2; Cost: 100,000 credits. A Tactical Assault Surface
Extraction Rack is the fancy name for a steel frame with
While regularly obtaining valuable minerals and selling five tac-seats attached to a powerful winch hosted inside
them, the crew can consider using it their job and maintain the spacecraft. It can deploy a hundred metre, braided na-
their lifestyle. nomaterial cable, and safely pull the rack seating five char-
acters in full gear up back into the ship in under ten seconds.
be revived in some of the most advanced medical hospitals
TECHPOD I (only in planetary capitals).
NPV crews do not follow the usual Stress or Strain rules, In the next pages you can find two examples of NPVs, but
and each vehicle has its own rules to resolve these effects. you can make your own following those examples and the
rules for Vehicle Creation found in this book.
In the event of the Player Characters managing to
board the NPV, or its crew leaving it for any purpose, the If the included examples become too easy of a challenge,
members of the crew will require their own NPC stats and you can increase the attribute of each of their Stats by one
from that moment on they won’t be considered part of the to make them more challenging. Additionally, you can also
NPV anymore. Their stats do not need to be similar to those lower the number that the card they discard when they use
of the NPV, as those are just a simplified representation of Evasion or Acceleration and they will be harder to defeat.
the crew. However, it is recommended that the GM does her
best to represent any damage they suffered before leaving On the other hand, if your players find them too hard
their vehicle or being boarded as best as she can. to defeat, you can start the combat with some of their
modules already shut down to lower the difficulty.
RAVAGER KRAKENBULL
Level 1 :: Size 2 :: Max. Speed 5 :: Crew 8 :: Cortex Connected
6
STRUCTURE 50 ARMOUR 3 THRESHOLD 3 FW
2 4
7 7 4 4 6
PILOTING BALLISTIC HACKING RADAR STEALTH
2 2 2 2 2
6
STRUCTURE 40 ARMOUR 4 THRESHOLD 4 FW
2 5
6 8 7 6 4
PILOTING BALLISTIC HACKING RADAR STEALTH
2 2 2 2 2
Action (Hacking). It causes 3 points of ACS Firearm. Once per attack, after dealing Missile. It deals 12 physical damage, gains
damage when performing a DoS action, or damage, it deals damage an additional time one advantage, and negates any advantages
gives 1 tag to an objective. (go through all the steps again). gained from Evasion.
the universe –, common citizens keep struggling to make armed into working for the mob part-time to pay
ends meet under the uncaring laws of the Megacorps and off a debt. If the PC does a big enough job for Big T,
the iron hand of the Corvo Tong mobs. the mob boss may leave the PC go free.
One such mob – the Sebolas, a local small-time outfit– ◊ The PC is seeking for a lost or kidnapped friend
just made an interesting discovery recently. During a raid or relative, and infiltrated the mob to get a clue
on an Iz’kal cargo ship, they came across a piece of alien about their whereabouts. The Sebolas accepted
technology: an unidentified artefact, perhaps a primitive the PC in their gang, but they don’t know anything
form of ancient cortex connector. about the PCs’ missing person; looking for them
could be the basis for another adventure.
When Big T, the Sebolas boss, was deciding who to sell
the artefact to, the Black Watch – a Human mercenary mob ◊ The PC is an undercover officer of the law, working
– burst in, and extorted the item from the weaker Sebolas either for the Megacorps, the Coalition or an in-
by intimidation and threats. Now Big T wants his thingie dependent law-enforcement firm. The mission is
back, but he lacks the manpower to get it… and he doesn’t to infiltrate the Sebolas, precisely to investigate
428 want to go head to head with the Black Watch, one of the about some stolen Iz’kal artefact and its alleged
craziest mobs of the Sector. whereabouts.
faith: core book
INTRODUCTION Streets.
CHAPTER 1: A RELIC
The adventure assumes the Player Characters are all in
Tiantang, the massive Dyson ring that serves as a capital IN THE STREETS
for the Corvo civilisation. Youni District, the area where the
adventure takes place, is a gyro-zhan station inside Taiyang,
one of the largest and most important sectors of the Great Read the following aloud as the adventure begins:
Ring.
You can see the stars here and there, a reminder
The premade PCs that come included with the adventure that Tiantang is just a huge ring floating in the
(see pages 434-437) all live in Tiantang and have built-in void. But the street is alive with noise, lights and
motivations for taking part in the story; you can still play bustle that soon bring you back to daily life in Youni
with a group of all-new characters if you wish. District. You walk on a ledge street 171 levels above
the pits, avoiding cc-jacked commuters and walking
The adventure runs smoothly if the PCs are freelancers, drone ads to finally reach your destination – the
currently working for the Sebolas; assume this is the case Dung Gao hotel, home of your employer and thus
if the PCs’ background allows it (the premade characters the headquarters of the Sebola Gang – your current
all begin the adventure working for the Sebolas part-time). employer.
If you need – or prefer – a different motivation for your As the lift takes you to the penthouse, you can
PCs, use one of the following hooks for each character, as see many district levels at once – a veritable anthill
required: of steel and glass, dotted with blinking ads and
lightware going up and down as far as the eye can
see, with a flood of Corvo coming and going in their
cycles and g-trains like a swarm of fireflies flying Mrs. Hei doesn’t rightly know what the artefact is or what
up from hell and back down. This is where you work it does – Big T didn’t either, truth be told – but it was worth
– this is Youni District, Taiyang Sector 322, in the around a million creds, easy. Perhaps more. Far more than
Great Ring of Tiantang. the Black Watch’s rightful cut anyway. Besides, it grates on
Big T’s pride that the Human Black Watch can waltz in and
The lift stops and old Qung and Pei, Big T’s body- demand a cut like they own the turf.
guards, are already there to meet you.
‘My guess is Big T’s gonna send someone to their lair and
‘Got a delivery, huh, kids?’ - old Qung asks in his try to steal the stupid thing back. Gonna lead us to war, he
rhino voice as he leads you down the hall to Big T’s will’.
office - ‘He can use the good news. Not in a good
mood this week he ain’t’. The PCs now have a choice. They can volunteer to get
Big T’s artefact back – he’d be glad to send them; they’re
‘Those Black Watchers don’t know who they’re If the PCs don’t seem to decide, have old Qung, the body-
dealin’ with this time. They crossed the line!’ guard, make an off-hand comment such as ‘gee, sure be
nice if we could get T’s alien toy back without angering them
‘We can’t challenge the Black Watch, Big T’ - Humans. What can we do?’
that’s the voice of Mrs. Hei, Big T’s assistant and
right-hand - ‘we’re outgunned. And Yung would Once the PCs have decided their course of action, let them
never allow it’. know the Black Watch operates out of level 61-Z; a couple
dozen levels above the Sebolas’ turf. Everyone knows
‘The hell with the Black Watch! Coming here and where their lair is, but very few try to cross the gang; they
demanding some, some tribute, like we’re back in are rightfully feared as powerful and bloodthirsty thugs.
the planets, in their filthy Earthling shitball… I’ll Stealing from them is risky at best… but it shouldn’t be too
teach ’em to mess with me! I’ll get it back!’ hard to cheat them out of it, as everyone knows Earthlings 429
aren’t all that bright (no offense to Human players in the
For every PC that succeeds on one of the three actions, lair. The PCs will need to cheat their way through the thugs
the party learns one of the following additional facts, in the with a successful Cunning action against a Black Watch
order they are listed: Thug (see page 285).
The Black Watch are hosting a party to celebrate If the PCs arrive the night of the party and try to pretend
their new crusade, and it’s likely they will show the they are guests, the PCs gain one advantage.
artefact there, or at least that security will be less
strict then. The party will take place the following If the PCs arrive at any other time, the Thug gains one
night at the Black Watch’s Lair on Level 61-Z. advantage.
There’s sure to be an Iz’kal dancing troupe at the In any of the above situations, if a Human PC says she
party, as Wildbill Young, the crazed Black Watch wants to apply for membership to the Black Watch, the PCs
leader, loves Iz’kal ghaziwa dancers. gain one advantage.
The party is ‘members only’, but the Black Watch In any of the above situations, if an Iz’kal PC pretends to
are always open to new recruits, so long as they be a ghaziwa dancer, the PCs gain one advantage.
are Human and can prove ‘Highlander lineage’,
whatever that means. If they fail at defeating the TSE, or else decide to attack
head-on, the PCs must fight through a patrol of two Black
Non-BW members may be allowed entrance to Watch Thugs, which causes a commotion in the street, calls
the party as servants, staff or bodyguards, but attention to the PCs and scatters all bystanders away.
they’d have to be on the guest or staff list.
The thugs fight back straight and simple, confident in
Once the PCs are ready to begin the mission, proceed to their superiority. If the fight lasts more than three Rounds,
Chapter 2: Lair of the Black Watch. however, one of them tries to flee; if the PCs don’t stop him,
he’ll warn the Black Watch about the intruders.
Once the PCs have dealt with the street thugs, proceed ◊ Any PC who isn’t allowed entry may try to scan
to Encounter III. the fortress interior with a Hacking action. The
base security systems confront the action as a
TSE that plays three cards, but if successful, the
ENCOUNTER III: THE PC downloads a blueprint of the lair, including the
intended location of the alien artefact somewhere
HIGHLANDER GUARD in Wildbill’s throne room.
As the PCs finally reach the Black Watch’s bunker, they ◊ Any PC who isn’t allowed entry may try to infil-
notice it has been remodelled to look like the frontispiece of trate the base stealthily with a Survival action.
an ancient castle – or Wildbill’s anachronistic, heavy-metal The base security systems are represented by a
view of one. TSE that plays three cards, but if successful, the
PC has entered the upper chambers, where there
◊ Any other PC may pretend to be a servant or If the PCs enter the lair at any other time, they can idly
bodyguard to Human or Iz’kal PCs, by succeeding wait for the party (in which case you should proceed to
on a Cunning action against a Black Watch Thug to Chapter 3) or attempt to stealthily find it and steal it before
keep their bluff. If the PCs arrive the night of the the party starts.
party, the action gains one advantage.
To find it, they will have to nonchalantly interrogate gang
◊ If the PCs arrived the night of the party, they members, or achieve a critical at a Hacking action against
may try to enter their names on the guest list by the base’s security systems, with Firewall 5 that plays two
hacking the access computer, which as a Firewall cards.
that plays three cards. A success will grant all
PCs entrance to the party. If they discover the artefact’s location inside the throne
room, they will have to infiltrate the room and steal it, which
requires the PC attempting the action to succeed on a hiding
actions against the vigilant guard, a Black Watch Thug with The characters inside the party can try to obtain the
one advantages. Otherwise they can try to distract him artefact at any time, but there are over one hundred Black
with a Cunning action or Hack the electric system and turn Watch warriors in the room, which may make it difficult.
the lights off to have him move away to fix them (It is a
FW 9 that plays 2 cards). If they fail, the PCs are caught Conversely, a stealthy PC may attempt a stealth action
red handed and all the Black Watch move to intercept them: (Survival) to pilfer the crown when no one’s looking. The
proceed to Chapter 4: The Shootout. action is confronted by a TSE that plays four cards.
If the PCs successfully obtain the artefact before party If Wildbill is distracted – succeding in a Cunning action
night, they need to succeed on one last hiding action against against him (If a Human or Iz’kal female flirts with him, she
a watchful Black Watch Thug who has an advantage to gains one advantage), or by causing a fight among the party
escape the lair with it. If the action succeeds, proceed to goers that he can cheer to – the PC gains two advantages
Ending the Adventure. Otherwise, they’re detected just as towards the action.
Introductory Adventure: A Relic in the Streets
WILD PARTY action to steal the crown only plays two cards.
Amid the madness, against the far salon wall, a ‘They’re spies! They’re here to steal the crown!’,
large stone chair towers above the revellers’ heads cries one of the Black Watch thugs, and suddenly
– it’s the Black Watch throne. Sitting on it there’s the whole gang is on your heels.
a large, ruddy man, wearing a dark coat over his
combat suit, and looking at it all with wild eyes,
as if his mind was wound up by something beyond ENCOUNTER IV:
the scene, some scary input out of everyone else’s
sight. Now and then he seems to notice the party, ANGRY THUGS
and his eyes go even wider, satisfied; he smiles a
crazy smile, and raises a wooden keg to his folk, The PCs must fight three Black Watch Thugs (see page
some of whom answer the toast with savage cries. 285).
That must be Wildbill Young, the self-styled king The thugs fight wildly and without strategy; they are
of the Black Watch. He certainly looks quite wild. blustering bullies at heart, but very tough to beat.
But what really matters to you is the object laid Three Rounds after a Black Watch Thug falls, one of his
down on a stone shelf just above the throne – a companions replaces him. The PCs must defeat all Black
round metal halo or ring, as wide as a Human leg, Watch thugs within three Rounds – or try to flee the ones
full of shiny bits and what seems to be alien circuit- still standing – to end the fight.
ry. The object is obviously the focus of the party,
as many of the thugs cheer straight at it; some call If the PCs defeat their opponents or successfully escape,
it ‘Wildbill’s crown’. They are all crazy. Wildbill is proceed to Encounter V.
leading them over the edge. This, then, is the Black
Watch. And their ‘crown’ is the artefact you have
come all this way to retrieve.
ENCOUNTER V: FLIGHT ENDING THE
The PCs have defeated the first wave of Black Watch ADVENTURE
soldiers and can now escape with the artefact. If they didn’t
already have it, they can grab it now, but you should run
Encounter IV again as some additional Black Watchers in- The PCs have managed to escape and now have the
tercept the PCs once they have it. artefact in their possession. It remains only to determine
what will happen now.
Once the PCs have the artefact and have defeated or
escaped Encounter IV (once or twice), they may dash to the The artefact is indeed alien-looking. A success-
exit, with the Black Watch hot on their heels, this time led ful Technical action confronted by a TSE that plays
by Wildbill himself, who screams strange battle slogans as three cards (an Iz’kal PC gains one advantage)