TEXT: keena
  Keena was raised in Tiantang, the daughter of specialist 
  soldiers in a Corvo security company. Orphaned at a young 
  age, she was sent to Level 63AG of the zero-g slums, where 
  millions of immigrants huddle in wait for a place in the Cor-
  vosphere. Keena was a scrappy girl, and a 
  leader ever since she could talk. Other 
  slum kids looked up to her because of 
  her quick fists, upfront demeanor 
  and defiance to grownups. 
  She didn´t care if her 
  bravado got her 
  in trouble; she 
  was 
  always 
  back 
  on 
  her 
  feet 
  quickly, 
  whether 
  after 
  a 
  beating, a scolding 
  or a chase from the 
  dull Corvo cops.
  In time, Keena 
  became too smart 
  for slum gangs, 
  and 
  her 
  dreams 
  too large for Level 
  63AG. 
  She 
  started getting 
  jobs 
  that 
  nobody 
  else 
  dared do; first as an EVA scavenger, then as a deep-space 
  technician, installing machines and rigs in dangerous spots 
  and unsafe void perimeters. After a year or so, her daring 
  and professionalism caught the eye of Corvo recruiters, 
  who recommended her for space military ops.
  It proved to be her dream job.
  As an EVA soldier, Keena was committed, focused, 
  tough, and appreciated for her very species. For her, it 
  was the home she had never known. She even was allowed 
  to operate in zero-g, her favorite environment. Before 
  coming of age she was a well-trained soldier in the Coalition 
  military, and was often top of her class and of her troop.
  Humans don’t often take last names; but after a few 
  months as a member of the Coalition, Keena felt part of a 
  civilized society once again, and decided to choose a last 
  name. She chose Ostargia, light in the sky in her mother 
  tongue. Thus, she became Keena Ostargia, although she 
  doesn’t use her full name while on duty for the Coalition.
  Despite her amazing performance and numerous acco-
  lades, Keena’s biggest break in the PEC was yet to come: 
  she has just recently been given her own command in 
  Team Inferi, a four-man covert ops expeditionary squad, 
  which includes herself and one member of every Coalition 
  species: Roadblock the Raag, Skid the Corvo hacker, and the 
  dour Iz’kal assassin Gen’Gala.
  As soon as the team was formed, they were assigned to 
  the Ikvo, a Corvo battleship led by Commander Yisin Sun, 
  one of the top military officers in the Iz’kal-corvo Coalition. 
  Inferi’s mission is to scout unknown planets and enemy 
  bases for the Ikvo, and provide intelligence or even 
  advance military ops. Team Inferi is a relatively 
  new unit, with little experience working with each 
  other, but Keena is sure they will prove them-
  selves worth of the trust and responsibility 
  given to them.
  Officer Keena is a capable veteran of the Coalition’s PEC (Planetary Exploration Corps). Her skills and experience 
  made her the perfect candidate to lead Team Inferi, a PEC specialist squad dedicated to interplanetary reconnais-
  sance and data collection in enemy territory.
  Born on Earth a few months before her parents joined the Corvo, she was raised in Tiantang, were she lived with 
  her parents, who worked for The Union in counterterrorism and cyberprotection as strike teams. Orphaned when 
  she was 7, she was kicked off her house when she became unable to pay and ended up living in the slums, where she 
  relied on her quick fingers and stealth to survive. Eventually she was found by a corvo private security company, 
  where she quickly rose through the ranks, and eventually moved on to the PEC.
  Keena is a no-nonsense, focused woman and an excellent leader, who always tries to get the job done and fulfil 
  her duty. She always looks for the straightest, most direct approach with the least distractions, so she likes zero-g 
  environments more than she likes most people. 
  
  HUMAN
  Humans are remarkably adaptable. 
  Although not as powerful as the Iz’kal 
  or the Corvo, many humans are highly 
  valued workers and mercenaries and 
  their endurance is unrivalled.
  Resourceful
  If humans have one defining characteristic, it is their 
  ability to find a way out of each and every situation. All 
  human characters draw up to 8 cards whenever they would 
  normally have to draw up to 7 cards.
  Endurance
  All human characters have one advantage when they 
  perform an action using Athletic, representing their 
  physical prowess.
  Attribute Limits
  Although the humans 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. Their 
  Link and Mind Attributes are limited to a maximum value 
  of 2 each.
  UPGRADES
     Atomic Balance
  2 points. The character is always balanced (at least on 
  an awareness level) allowing her to not suffer any con-
  sequences of disorientation from falls, 0-G movements, 
  explosions, waves, etc. The character has a strong sense of 
  direction and can always tell where the North is on planets 
  with electromagnetic fields and she gains an advantage 
  when reading maps and retracing a path. Additionally, she 
  can ignore half her neural damage penalties rounded down.
     Endocrine Control
  3 points. The character draws a card every time she 
  receives any amount of physical damage from an external 
  source. Additionally, the character ignores half her physical 
  damage penalties rounded down.
     Phagocyter
  1 point. The character can eat anything organic, easily 
  digesting bones, tendons, etc. Additionally, she cannot be 
  affected by diseases of any kind. She can also choose not 
  to be affected by a drug or poison.
     Powered Reflexes
  3 points. During Initiative Rounds, the character can look 
  at the top two cards of the deck. She must play one of them 
  face down on the table as her initiative card and discard 
  the other. Note that a card played as an initiative card does 
  not trigger any effects such as Playing with Ambience or 
  Proficiency.
     Cortex Connector
  1 point. A cortex connector allows the character to use 
  devices that require it. The device connected to the cortex 
  connector can be changed with one action.
     Tissue Regeneration
  4 points. Passive. The character can discard one physical 
  damage counter every hour if he is not bleeding out. Ad-
  ditionally, the character can grow back one entire severed 
  limb in one month.
     Ungodly Resilience
  2 points. The character has 2 additional points of physical 
  health.
     Adaptable Breather
  2 points. The character can breathe in any environment 
  that contains oxygen, regardless how low its oxygen levels 
  are, and even under liquids. Additionally, she can ignore the 
  effects of any strange substances in the air she breathes, 
  from toxins to carcinogenic smoke, etc.
     Chameleonic Brain
  3 points. Action. The character can change her affinity 
  to an affinity of her choice by discarding card of value 10 
  or higher.
  Write other upgrades below:
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  Biological Upgrade 
  Technological Upgrade
  
  VEXAL
  • 
  Thou shalt not bear a master
  • 
  Thou shalt think for thyself
  Vexal’s commandments
  Trying to understand an animal’s true nature by studying one in captivity will provide you with the wrong answers. The 
  animal’s habits, behaviour, and mood are completely changed from what they would be in liberty. Unsurprisingly, it is the 
  same with people. When you hear someone speak about our true nature as people, the dangers of it, and how we need rules 
  and laws to control it for our own safety, stop for a moment and think about this: the people behind those propositions 
  have never seen the true nature of our species. They are simply basing their studies on specimens born into submission, 
  fear, preconceptions, and rules.
  We need to be free and we need to be equal to even start scratching the surface of our true nature and all its possibilities. 
  I think we will be impressed and humbled by them. I think we will see that all the evil we suffer today is not in the roots of 
  our nature, but instead yet another tax of an oppressive, unjust, and controlling society.
  • 
  Thou shalt not restrict others
  • 
  Thou shalt benefit others
  Gravity Shift
  2 points. Sustained. Suffer two neural damage. The 
  soulbender pulls himself towards another surface that is 
  significantly bigger than him and up to 20 metres away. The 
  character will ‘fall’ towards that surface, but she will also 
  have control over her motion and will not suffer damage 
  from it regardless of her speed. The soulbender gains as 
  many advantages towards this action as her Faith.
  Planeswalker
  2 points. Sustained (Athletics/EVA). Suffer three neural 
  damage. The soulbender can move up to 2.5 metres per 
  turn through any solid surface as if it was not there. The 
  character needs to establish contact with whatever she 
  is going to move through before moving. This means that 
  this Divine Upgrade cannot be used on things that suddenly 
  come into contact with the character (such as letting 
  bullets go through the body without harm). 
  The soulbender cannot carry anything outside her body 
  while using this Upgrade, including gear or clothes. She can 
  have Upgrades of any type.
  The consequences of getting stuck in the middle of 
  something will be determined by the GM, taking into consid-
  eration the consistency of the material and the Constitution 
  of the character.
  Psychometry
  2 points. Action. Suffer two neural damage. The soul-
  bender may experience visions from objects of otherwise 
  unknown history by making physical contact with them. 
  She can obtain information such as where the object was 
  created, who brought it there, who has been in contact with 
  it lately, etc. Once she has a vision, she cannot have another 
  vision of the same object unless she increases her Faith. 
  The visions are blurry and chaotic.
  Faith 2: The visions are clear and appear in chronologi-
  cal order. Additionally, they contain some words that were 
  heard close to the object.
  Faith 3: The visions are clear and appear in chronologi-
  cal order. Additionally, they contain some words that were 
  heard close to the object. The soulbender may use Psy-
  chometry on living and dead organisms as well.
  Telekinesis
  2 points. Action (Athletics/EVA). 2 points. Action (Athlet-
  ics/EVA). Suffer one neural damage. The soulbender can 
  move inanimate objects up to 10 metres away as if she was 
  holding them. She can lift up to her normal carrying weight.
  Faith 2: The soulbender can move inanimate objects up to 
  20 metres away as if she was holding them. She can lift up 
  to her normal carrying weight
  Faith 3: The soulbender can move inanimate objects up to 
  20 metres away as if she was holding them. She can lift up 
  to double her normal carrying weight.
  Unyielding Resolve
  2 points. Instant. Suffer one neural damage. The soul-
  bender can ignore all Skill penalties caused by physical 
  damage until the end of the round.
  Faith 2: Suffer one physical damage. The soulbender can 
  recover two neural damage points.
  Faith 3: Suffer one physical damage. The soulbender can 
  play one additional card during her current action.
  
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SOURCE: textdata/thevault/Faith/FAITH - The Sci-Fi RPG - Character Folio - Keena (Interactive).pdf