FAITH: Core Book

“I understand now. The Gods are real. We are not the masters of the stars. […]

I will seek kindness among the Corvo; I shall strive for solace in an Iz’kal hive. I will look for beauty in the form of a rampaging Ravager.

And may my life end at home in some far-off, uncharted world, when I’m full of time and memories.”

Professor T. Turner, Human Explorer, 1966 SA (Last Log entry >)

Kickstarter: March 21st 2017

Faith: Core Book

  • 300 pages long, hardbound book.
  • A unique card-based system.
  • Rules for spaceship piloting and combat.
  • Optional miniature based-system.
  • NPCs, quests and adventure hooks.
  • An in-depth look at the lore and species.
  • Gods, powers and worshippers.
faith-sci-fi-rpg-core-book-provisional-cover

Overview

The Core Book is detailed compendium of FAITH’s alien races, planets and many starfaring tales. Everything you need to create a story in the FAITH Universe awaits you within these pages.

CORE CONCEPTS

Sci-Fi Setting

Faith takes place in a far-future version of our universe. Sentient computers and space travel are a reality; daring explorers carry high-power plasma cannons and have their brains linked to hacking devices.

Gods

The Gods of Faith are mysterious entities, or natural forces, which give supernatural powers to those that follow them. Becoming a follower is as simple – and as difficult – as living by the tenets of the God’s philosophy. 

Alien Struggle

Two sentient species dominate the FAITH Universe – the technological, capitalistic Corvo, and the communal, progressive Iz’kal. Aware of the dire consequences of a full-on assault, they try to expand their area of influence and collapse each other’s economy through fierce commerce and Black Op wars in far away planets. Two other species – the resourceful Humans and the hardy Raag – have also achieved prominence as space pioneers.

Starfaring

Space travel is essential to the FAITH setting, and most adventures take place on remote worlds far from civilization. Such intergalactic travel is possible thanks to The Labyrinth, a network of wormholes – spacetime portals – that allow ships to cover light-year distances in a matter of hours.

CORE CONCEPTS

Sci-Fi Setting

Faith takes place in a far-future version of our universe. Sentient computers and space travel are a reality; daring explorers carry high-power plasma cannons and have their brains linked to hacking devices.

Gods

The Gods of Faith are mysterious entities, or natural forces, which give supernatural powers to those that follow them. Becoming a follower is as simple – and as difficult – as living by the tenets of the God’s philosophy. 

Alien Struggle

Two sentient species dominate the FAITH Universe – the technological, capitalistic Corvo, and the communal, progressive Iz’kal. Aware of the dire consequences of a full-on assault, they try to expand their area of influence and collapse each other’s economy through fierce commerce and Black Op wars in far away planets. Two other species – the resourceful Humans and the hardy Raag – have also achieved prominence as space pioneers.

Starfaring

Space travel is essential to the FAITH setting, and most adventures take place on remote worlds far from civilization. Such intergalactic travel is possible thanks to The Labyrinth, a network of wormholes – spacetime portals – that allow ships to cover light-year distances in a matter of hours.

The FAITH Setting

Faith takes place in a dark and unforgiving Universe where species fight for domination and explorers take awesome risks for loot.

THE SPECIES: POWER STRUGGLE AND COOPERATION

The Iz’kal and Corvo have a long history of competition ever since they met each other. That changed recently, however, as both species were forced into a political and military Coalition, pledging to refrain from any hostility and even help each other.

The reason for this unprecedented alliance is, of course, a common enemy – a threat so terrible that its very appearance turned centuries-long rivalry to grudging partnership in a matter of months.

The Corvo

The Corvo civilisation is the largest and most powerful in the known Universe. They are a highly technified, capitalistic society, and almost all of their achievements are a consequence of free market, technocracy and entrepreneurship. The Corvo invented starship drives, space habitats and – perhaps their most important technical advancement – the cortex connector. This discovery allows organic sentients to directly link into computer systems, which basically makes every Corvo a living data station.
The Corvo are in perpetual expansion, constantly annexing new worlds and resources to their federation, which they run exactly as a megacorporation. In fact, three Megacorps run the official Corvo government, and the species’ laws and customs revolve around marketing, PR and media.

The Iz’kal

The Iz’kal are a progressive, orderly civilisation that has built its power and stability on social and genetical engineering. Their society is both single-minded and nonviolent, favoring the group over the individual and conformity over creativity. Despite this, the Iz’kal excel in all fields that require innovation, such as science and technology, and their society has enjoyed hundreds of years of uninterrupted peace, equality and prosperity. For the Iz’kal, this achievement is well worth the sacrifice of independent thought.
The Iz’kal are as xenophobic as they are peaceful, so they don’t engage in expansion wars; but their State keeps steadily expanding mostly because of their peerless organization and monolithic purpose, unmatched by any other species.

Humans

Having lost their civilisation to war and pollution a few centuries back, humans are a fallen race, their world  as wild and dangerous as the farthest frontiers of space. They are taller and stronger than either the Corvo or the Iz’kal, but not as intelligent or advanced. Nevertheless, the humans’ natural predisposition towards violence, combined with a strange, primitive bravery, and an unusual knack for improvisation, make them unmatched guards and shock troopers. Any Corvo or Iz’kal force will gladly pay high rates for a human or two to lead their troops, and the formerly destitute species has carved itself a place as the best mercs in the business – the ones that will do the dirty job.

For all their technological and social advances, the Iz’kal and Corvo are relatively small and frail races when compared to other lifeforms. That’s why they use humans – a backward species from an extinct civilisation in a remote corner of the universe – as mercenaries, soldiers and elite forces.

Raag

A nomadic species from a barren world, the Raag are the strongest sentient species on galactic record. When compared to Iz’kal or Corvo, Raag are almost giants; therefore, they are mostly used for tasks that require brute strength, from carrying heavy loads to military assault.

Naturally mistrustful of technology, the Raag only came in contact with space travel when they were visited – and enslaved – by the conquering Korian race, which bred the Raag into one of the toughest, most aggressive species in the universe.

Other than their violent strain, Raag are honorable and strong-willed, and they adapt easily to servitude. Freed from the Korian centuries ago, they nevertheless accept their status as third-class citizens in both the Corvo and Iz’kal societies, as long as they have honest work and the chance to smash a few heads.

The Ravager

The dread Ravager are a predatory, survivalist species from outside the known Universe, which arrived from their far-off stars only recently, and quickly became the greatest threat ever faced by either the Corvo or the Iz’kal in their millennia-long history.

The Ravager absorb and reproduce the genetic traits of other species, so they don’t have a common appearance. To those encountering them for the first time, the Ravager tend to look like featureless aberrations out of some nightmare; and that’s as accurate an impression as any.

The Ravager stop at nothing to conquer and consume any organism or planet on their path. Only the Iz’Kal-Corvo Coalition has ever stood their ground against the Ravager – and nobody knows whether they’ll manage it for long.

The Coalition

The Iz’kal and Corvo have a long history of competition ever since they met each other. That changed recently, however, as both species were forced into a political and military Coalition, pledging to refrain from any hostility and even help each other.

The reason for this unprecedented alliance is, of course, a common enemy – a threat so terrible that its very appearance turned centuries-long rivalry to grudging partnership in a matter of months.

THE LABYRINTH: A WORMHOLE THAT INTERCONNECTS THE UNIVERSE

Space travel in FAITH is inextricably tied to The Labyrinth, a network of wormholes and spacetime portals that connects the universe. In the current state of technology, most long-range spaceships are built to navigate The Labyrinth and use its extra-dimensional pathways.

The Labyrinth is as vast as the Universe itself, and, although all starfaring races have more or less learned to navigate it, nobody truly understands how it works. It allows ships to go from one end to the Universe to another, and that’s enough for now; but all sentients know that a true understanding of the Labyrinth would be the ultimate advantage in the space race.

THE FINAL FRONTIER: UNCHARTED WORLDS AND UNKNOWN BEINGS

FAITH is an untamed universe. Other than the few, highly technified colony worlds and space stations of the Corvo and Iz’kal, the endless reaches of space remain a mostly unknown territory, as promising as they are menacing. Most people live in huge megacities or floating space stations in these high-tech colonies, but a few brave explorers have dared to wander or even settle the unknown frontier. The few settled worlds are connected by precariously established trade routes and beacon server ships, without which space exploration would be impossible. In this scenario, the industrialistic Corvo and the totalitarian Iz’kal race to be the first to conquer space – to finally tame the unending void.

THE GAME AND THE GAMEPLAY

The Universe in your hands.

The Mechanics

Faith’s mechanics revolve around the use of a playing deck (a poker deck, either a regular one of one of the custom Faith decks) to solve actions and confrontations. Each player, including the GM, will draw up to 7 cards (8 if your character is human) from which you’ll be able to select your preferred action value.

This, combined with a Skill-Attribute system that dictates what your base value is and how many cards you can play to increase that value, create the core of a system that allows for luck management gameplay to arise: you’ll be able to choose the moments where you want to shine and the ones when you’d rather hold back. YOU WILL CONTROL YOUR DESTINY.

The Adventures

There are no good or bad guys in FAITH. The Corvo and Iz’kal cultures both have their own ideas of how to run things, but they honestly seek to make life better, even if their views seem heartless or oppressive to outsiders. When conflict occurs within the Corvo-Iz’kal Coalition, it’s mostly at the fringes of lawful society: Opposing trade groups use spies and mercenaries to sabotage each other; bootleggers strive to control the black market; or darker criminals, like secret societies or cults, kidnap citizens or threaten the status quo.

Other than that, the main source of conflict and adventure is space exploration itself, with its unpredictable dangers and mysteries – and the unprecedented threat of the Ravager, which may yet defeat the Coalition.

As the FAITH campaign begins, the war still rages at the frontier of civilised space…

Spaceships Piloting and Miniatures

The Core Book ads spaceship piloting and miniature rules. We will give more details soon!

Art on the Table

Faith is played with a poker deck, that can be either a regular one, or a custom Faith one. We have already released two versions of the playing deck, and more are expected to come!

Additionally, there are cards for NPCs, objects and equipment so that you can use them directly on the table. There are two decks already available and we will be releasing many more in the future!

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