FAITH is a roleplaying game in a sci-fi setting, where starfaring alien civilizations race to explore a dangerous, unknown universe.
In FAITH, you can be a star explorer, a soldier, a scoundrel or a mystic believer, using a mix of technology, training and god-given powers to survive the untamed regions of wild space against rival factions, alien perils and ruthless bandits.
FAITH's gameplay is card based. This is no gimmick: it's a fully developed and thoroughly tested mechanic where players start each scene with a hand of cards to affect the outcome of every confrontation. The system offers room for nuance and strategy, and players can explore different angles to find the one that better fits their play style.
And now with a range of 8 miniatures that depict the four main species of the game, you will be able to expand your gaming arsenal.
Please refer to the "Mechanics" section for more information on the rules of Faith.
The Core Book is a comprehensive compendium of the lore and mechanics of FAITH. It is the centerpiece of FAITH, and it will allow you and your friends to play bold adventures in a unique universe.
It's an excellent entry point into the Universe of FAITH and the perfect way to expand your previous adventures if you are a veteran.
The book covers the rules and mechanics of the game, the setting and story of the universe, and everything in between. Beautifully illustrated, it will allow you to dive into a sci-fi setting with political intrigue, high octane action and strategical gameplay.
Here's a quick summary of its contents:
75 PAGES OF RULES
- Updated 2.0 rules, with several important changes.
- Vehicle mechanics for piloting and warfare. Printable vehicle sheet.
- Rules to play with miniatures.
- Character customization, including new Talents system with expanded versatility. Printable character sheet.
285+ PAGES OF SETTING
- A brief history of the universe of FAITH.
- The Gods: the Commandments, the Three Laws, possible origins, faith and belief in society, soulbenders, Avatars, Godseek expeditions, cults, doubt, followers, powers, worship, sects and depictions.
- The four species (Corvo, Iz'kal, Human and Raag): nature and behavior, anatomy and physiology, communication and language, society, education, economy, culture, spirituality, politics, law and crime, technology, weaponry, relation with other species and the universe as a whole, history and evolution.
- The Labyrinth: the nature of wormholes, navigation, beacons, colonization and communication.
- Planets and outposts: political organization, important personalities, secrets and mysteries, other settlements, enemies and bosses.
- The Ravager: the swarms, communication, hierarchy, technology and the waging war.
- The Coalition: history, hierarchy and current state of affairs.
- Short stories and adventure seeds.
This set of 8 FAITH miniatures depicts the 4 main species of the game. They have been created hand in hand with Big Child Studios, one of the leading mini manufacturers, and are intended as companions to the new rules we have created for playing FAITH with miniatures.
FAITH takes place in a far-future version of our universe, with speculative technology and interstellar travel. Sentient computers and space travel are a reality, as are the dangers of uncharted alien space; daring explorers carry high-power plasma cannons and have their brains directly connected to hacking devices.
THE PLAYABLE SPECIES
Two sentient species dominate the FAITH Universe – the technological, capitalistic Corvo, and the communal, progressive Iz’kal. The colonisation race between these two species has shaped their political, social and technological development, and their joint Coalition - created to resist the onslaught of the marauding Ravager species - is the single strongest military force in the known Universe.
The other two prevalent species in the Universe, the militaristic Humans and the tribal Raag, are mostly known as mercenaries for either the Corvo or the Iz’kal in their galactic conflict.
Topics covered for each of the species include their physiology and psychology, evolution and history, society and government, lifestyle, technology, economics and more.
THE GODS: MORAL ALIGNMENTS
The Five Gods of the Universe are the most unique element of FAITH. No living being can say exactly what they are - five supreme entities sitting at the centre of the Universe, a collective hallucination, or the manifest embodiment of belief itself - but few question their existence, or that they indeed affect the fates of mortals.
Each God has a set of commandments which instructs followers on their God’s desires. Those who stay true to the path laid out before them by their God can expect great powers in exchange: abilities of a supernatural nature that defy reasoning or explanation. These powerful beings are known as soulbenders, and in the most extreme and transcendent cases, they become Avatars of their Gods.
Believers do not choose their God, nor do the Gods choose their believers. Instead, believers are linked to their Gods through their actions and values. In FAITH, the Gods are not creators or allfathers. They are entities that surged from the collective conscience of beings that have found a similar reason to exist.
THE MAJOR CONFLICTS
CORVO VS. IZ'KAL
The most important conflict in the galaxy is the race for territory and political and economic dominance between the Corvo Corvosphere and the collectivist Iz’kal State. These two civilizations are almost natural rivals, inherently threatened by each other’s government and way of life. Their unending struggle to get rid of each other, all the while pretending they are not at war, has shaped the lives and fortunes of every sentient being under their rule or in their vicinity.
COALITION VS. THE RAVAGER
The Corvo and the Iz’kal managed to maintain a fragile peace, but now a war has sprung in their faces: the Ravager. In recent years, they have quickly become a threat to all other known life forms, forcing the Corvo and Iz’kal to reluctantly join forces against them. The ensuing military Coalition has spent the last two decades fending off the Ravager raids, trying to learn as much as possible about them, and stop it as best they can.
HUMAN FRONT VS. CORVO
Considered champions of Earth's former glory by some, but nothing more than a bunch of terrorists by others, one thing is certain: the Human Front will not cease in their efforts to found a free home for Humanity, be it Earth or a new colony somewhere else. Their activities hinder the control of the Corvo over humans, and the variety of factions within their own organization make them one of the most unpredictable groups in the Universe.
We will meet the CEOs of the Megacorps, the leaders of the seedy mobs known as Tongs, powerful soulbenders, Iz'kal rebels who rise against the State, leaders of the Human Front who strive to make Humanity Great Again, famous TV personalities... all of them with their backstory and stats to use them in your games.
We will visit the sprawling space-capital of the Corvo known as Tiantang, the wildernesses of Sullivar, the icy depths of Heimis, the deserts of Erthum, the unique robotic ecosystem of Al'Halam, and even the fabled Earth...
A UNIVERSE OF ADVENTURE
When conflict occurs within the Corvo-Iz’kal Coalition, it’s mostly at the fringes of lawful society: Ragtag groups of scavengers and outlaws beg, borrow or steal prized possessions; opposing trade groups use spies and mercenaries to sabotage each other; bootleggers strive to control the black market; or darker criminals, such as secret societies or cults, kidnap citizens or threaten the status quo.
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 (be it for everyone or just themselves), even if their views seem heartless or oppressive to outsiders.
The book reflects many of these stories, and more than 30 story seeds will help inquisitive GMs choose their next adventures.
Short stories will also make an appearance in the FAITH Core Book. They say a picture is worth a thousand words, but that saying only goes so far. To understand the psychology of the universe and the beings that inhabit it, there's nothing like a good old story... especially if it comes with an awesome illustration to accompany it!
FAITH's mechanics revolve around the use of a poker deck to solve actions and confrontations. At the beginning of each scene, each player, including the GM, will draw up to 7 cards (8 if your character is human) they'll use to determine their fate during confrontations.
Combined with a Skill-Attribute system that dictates your base action value and how many cards you can play to increase that value, this creates the core of a system that allows you to manage your luck:
- Not much at stake? Play your low cards.
- Want to succeed at all costs? Play your court cards
The cards in your hand represent the stamina of your character, thus giving you a lot of options when you are well rested and have a full hand, and limiting your options as you get tired and run out of cards. To be able to draw new cards you can:
- Play a card equal to or lower than the Skill you are using (it will represent a low effort).
- Play a card whose suit matches the environment where you are (moving well in your environment won't tire you out as much).
- Rest up (if the action allows it!) until the end of the scene and draw back up to 7 cards.
We want players to be able to manage their luck. In FAITH, the players play cards from their hands, always choosing which card they play. This allows them to estimate their chances of success when it is their turn and to strategise accordingly.
Additionally, the beautifully illustrated cards of FAITH put the art of the game on the table and in front of the players at all times. They create an immersive experience and allow players to familiarise themselves with the universe of the game, which can be especially hard in a sci-fi setting.
The Player Deck is a poker deck with four suits numbered one through thirteen. Every card contains a unique illustration from the universe of FAITH, which makes diving into the futuristic setting easier and creates a more immersive experience. In gameplay terms, it may be replaced by a regular poker deck.
NPC and GEAR DECKS
The NPC and Gear decks contain a selection of non player characters and different equipment pieces from the Core Book in card form. These cards put the art on the table and allow players to stay immersed in the adventure, and contain all the stats and game information you need to use them to avoid any last minute rulebook flicking.
Most NPCs and Gear from these decks also appear in the rulebook with all their stats and characteristics displayed in a different format, but the cards will keep the all the information readily availabe at your fingertips.
Rules for spaceship and vehicle combat
The single, most-requested additon to the rules will finally make its appearance in the Universe of FAITH. Dodge incoming fire, bring hell to your enemies, repair systems damage, heal your wounded comrades, hack enemy missiles or disable their communications: each character will always have something important to do if the crew is to survive!
- Choose your species and one background trait to represent where you were born or your genetic lineage.
- Choose one of the four suits as your Affinity, which represents the places where you grew up, trained, or the kind of place in which you feel at home.
- Choose a God. It must match who you want to be in the Universe: do you help your teammates no matter the cost? Do you pursue personal benefit? Are you here to just watch the world burn? During gameplay you might change your God’s allegiance if you change your path in life.
- Choose your Profession.
- Set your Skills values from a pool of points.
- Spend character creation points to increase your Attributes; acquire Tech, Bio, or Divine Upgrades; learn Talents to give your character an edge in the use of certain Skills.
- Use the credits granted by your Profession to acquire equipment or appeal to the GM using the background of your character to help her decide whether you should have any additional equipment to what your credits can buy.
Father Geek: "Should you try it? Goodness yes. [...] The game mechanics are refreshing and make players think rather than mindlessly rolling dice hoping for random positive outcomes. A great deal of power is given to the player and the characters they use to explore the richness of the Faith universe".
Gnome Stew: "Anyone that likes Firefly (either as a TV show or as a game), but wants some “far out” elements would really enjoy this game".
Nerd Rage Reviews: "FAITH has some great world building elements and the potential to be a classic".
Reviews from R'lyeh: "the mechanics favour player choice rather than randomness. They are card driven, each player drawing from their own decks, whilst the GM has his own. Although each player only holds a limited number of cards for each scene, they enable a player to better control his character’s luck rather than relying on the randomness of dice".
Polyhedron Collider: "I can't sing this card system’s praises enough. It's a really simple system to implement, with no tables to look up and very few stats to compare. There are some simple advantages and disadvantages that can be added into the mix, boosting or limiting the number of cards each side can play. It's a system that allows considerable flexibility in how you approach each situation without getting bogged down in minutiae. It's also a system that gives players a lot of control over their fate. Players can choose which cards to play and so they can burn low cards on easy tests and save their high numbered cards for when it really matters".
Runkle Plays Games: " [...] This is the where FAITH takes moves apart from standard RPGs. FAITH uses a poker style draw system for all skill and combat resolutions, referred to as Confrontations. In FAITH if the only time you can fail doing something is if it is a Confrontation. It firmly embraces the "YES, and"… RPG mentality. The poker style playing of cards during confrontations allows you the player to manage your own luck and decided when you want to “Roll” high on an action. Not a random roll of the dice."
Gaming Trend: [The Core Book] "promises to go deeply into each of the five playable races to outline their purpose in the Universe and their relationships to other races. We get to explore the day to day lives of citizens of the many races, creating a living, breathing Universe."
Purple Pawn: "My only major concern with the game’s printed material is the page numbering. Burning Games seems to think that the inside front cover of a book is page 1. It’s not [...] That’s literally my only major concern with the game.
ENnies: Silver ENnie for best Free Content (2016)
- Seedsheets (adventure seeds).
- "Cluster One" short adventure.
- "FAITH: A Garden in Hell" starter set. Kickstarted last year, A Garden in Hell is the first full blown campaign of FAITH, and it takes the shape of a starter set. Through the eyes of soldiers of the Coalition, it focuses on the RAVAGER as a species.
The FAITH lineage will follow with more campaigns, at least one for each of the remaining species (Corvo, Iz'kal, Human and Raag) and the Gods. The adventuring never ends!
Fan made content
Here's a selection of fan-made adventures that we've received over time. We want to publicly thank all these Burning Prophets.
- "Scavengers of the Labyrinth", by AtomicRPG
- "When all Hell broke loose", by Kalahane
- "Blue Planet", by Timothy
- "A united people", by Yakusai
- "Fedoras and Fanboys", by Ancient Man Beast
- "A simple delivery", by KBH
- "First Campaign, First Contact", by Hawklord2112
- "The Labyrinth", by Ravenpolar
How to include add-ons in your pledge
Click « Manage my pledge » and add the amount corresponding to your add-on(s). You don't need to change your reward tier; just edit the amount you are pledging to account for any add-ons you may want. When we send you the codes for our pledge manager, you will be able to select exactly which add-ons you want.
We at Burning Games are a team of friends with a passion for games and gaming in all its forms, and we want it to show in our games. On the photo above, from left to right, we are:
Carlos (filmmaker), Jon (marketing expert), Mauri (almost a doctor!), Helio (industrial engineer), and our dear friend and burning driver Sergio (electronics engineer).
The rest of the team is completed by hard working freelancers such as:
And last but not least, the sculptors behind the miniatures are Jin V. (miniature of Skid) and the awesome guys at BigChildCreatives (all other miniatures).
Taking into account our past experience and because this campaign has quite a few add-ons, we will be charging for shipping through our pledge manager after the Kickstarter campaign concludes based on its actual costs. We want to be fair to all our backers, and charge as little as possible to each of you.
We will ship the games to our fulfillment centres in the US and the EU at our cost, and you will receive your reward from one or the other depending on where you are in the world. Find below the approximate cost of shipping to your country if you pledge for a single copy:
- USA: €9~$10
- Western EU (Austria, Belgium, Germany, Denmark, Finland, France, Greece, Luxembourg, Italy, Ireland, Netherlands, Portugal, Sweden, Spain, United Kingdom): €14~$15
- Eastern EU (Bulgaria, Hungary, Czech Republic, Lithuania, Poland, Slovakia, Cyprus, Estonia, Latvia, Malta, Romania, Slovenia): €18~$20
- Rest of the World: €30~$32
- SPIEL/Dragonmeet Pickup: free
Our pledge to you is to not charge you more than what is stated above in EUROS for a single Believer pledge. If the costs end up being higher, we'll pay for the difference, and if they are smaller you'll get to save a few bucks, which is always nice.
Please keep in mind if you pledge for additional copies or many add-ons, the final shipping costs will end up being a little higher.
Risks and challenges
This is our fourth Kickstarter project as a company after successfully delivering Faith: the Sci-Fi RPG and FAITH: A Garden in Hell. Our third project Ether Wars is in the printer right now and we always have a member of the team fully dedicated to oversee the development of the project.
We are prepared to deliver a quality game again, because we know a lot of things we should do again, and more importantly, many mistakes we shouldn't repeat.
The Core Book is written and in the process of editing, the art is about 80% complete and we have a talented team of artists lined up to finish it as soon as we fund, and pretty much all that is left is actually printing it, and for that, we need your help.
As with any other printed product that needs to be shipped, there are always delays that might happen, whether they happen during the manufacturing, freight, customs clearance or final shipping.
However, we have done our best to ensure a minimal risk and we will continue to do so until this project is finished and your rewards are delivered to your doorsteps.Learn about accountability on Kickstarter
- (30 days)