In FAITH, Gods live side by side with technology and bio experimentation inside the Labyrinth, a gigantic web of wormholes that connects the universe. Meanwhile, a mutant menace silently devours all worlds in its path, rapidly evolving. Welcome to the Universe of FAITH.
None of the species of FAITH have fulfilled the dream of comprehending the vastness of the Universe. It is still a place of wonder, a vast, dark pool of which very little is known, with only a small fraction charted. Only two species, the Corvo and the Iz’kal, are capable of opening wormholes by using enormous amounts of energy. However, they cannot decide where these wormholes will take them and their exits appear to be totally random.
Both species found the Labyrinth, a natural web of wormholes, and explored it from different exits unaware of eachother, conquering and mining dozens of systems before coming face to face. Now they fight a cold war for its control, racing to conquer as many exits as they can before the other.
FAITH is a tabletop science fiction RPG that takes place in the vastness of the universe. As part of the mighty Corvo, the proud Iz’kal or as versatile Humans, players will take part in amazing stories all around the universe. During those stories they will be able to take part in the power struggle between the two civilisations, or choose sides in the divine conflicts between the Gods.
What is the core concept of FAITH?
FAITH uses a new system created by Burning Games: RPC54. This system uses cards to resolve the different aspects of the game. As part of FAITH’s unique blend of Sci Fi RPG and Boardgame, each player has a hand of custom playing cards. These cards can be used to resolve the different actions and confrontations that arise during a game. Additionally, the most important gear and pieces of equipment of the different characters come in cards. All those cards can be laid out in front of players to be a constant reminder of how their characters look and what gear they have available. This system allows for “Luck Management” gameplay to arise: players can decide when their “bad rolls” are going to happen (when to play low value cards) and when the moment has come for their characters to shine, playing their court cards and succeeding against all odds.