TEXT: skid
  Skid’s father, the notorious Corvo entrepreneur Xian 
  Yao, expected his son Xiao would follow him into taking the 
  reins of the family business – a factory and research center 
  focused on the development of prosthetics and cybernet-
  ics. To this end, he taught Xiao everything about cybernetic 
  implants, man-machine interface and artificial modifica-
  tions to thought impulses.
  Sadly, Xian Xiao turned out a voluble, rebellious young 
  Corvo. He gave himself the name ‘Skid’, in honor of his 
  passion 
  for voidskating, and would not 
  respond to any other name. 
  Then he missed appoint-
  ments to go voidskating 
  or visit one of 
  his 
  many 
  girlfriends, 
  missed work 
  hours after 
  long 
  party 
  nights, 
  and 
  missed dead-
  lines to work 
  on 
  his 
  own 
  strange projects, such as brain enhancers or war-ready 
  skateboards. But his work was genius, and he devoted 
  himself to it with a zeal and inventiveness that his father’s 
  other employees simply could not match; therefore, firing 
  him was out of the question.
  Worse still, Skid frequently disagreed with his father on 
  the right way to use cybernetics; he advocated their practi-
  cal use, and liked simple designs, while his father wanted 
  his inventions complex; harder to use and acquire to the 
  uninitiated. For Skid, cybernetics had to be a democratic 
  industry, accessible – and understandable – by anyone.
  Eventually the difference in methods came to a head, and 
  Xian Xiao left the family home to become a technician for a 
  security company – the one place where one could come 
  with as many cybernetic prosthetics as possible, and they 
  would still be in high demand, especially when his company 
  was recruited by the Coalition and assigned to the PEC. 
  Even as a working, paid technician, Skid liked to take risks 
  and try reckless stuff; it was a matter of time before he got 
  hurt. While testing a new power drive in a dangerous world 
  with an ozone-rich atmosphere the device suffered an 
  electrical overload and caught fire. The ensuing 
  explosion ripped his arm from his body, and 
  by the time the rescue team reached 
  him, it was already consumed, and the 
  rest of him was in very bad shape.
  The Coalition took Skid back to 
  base and nursed him back to health, 
  they could not replace his arm: He did it himself.
  His cyber-arm was such a success and his repu-
  tation as field engineer grew so much he was given 
  a military rank, and then sent to Team Inferi, an elite 
  response group that was missing a tech specialist.
  Skid is not an overly friendly or considerate guy, but he 
  is not afraid to think outside the box, and has yet to find a 
  problem he can’t solve. He remains a unique asset to Team 
  Inferi, despite his personality quirks.
  Skid is a Corvo hacker and rig engineer, enlisted in the Coalition Planetary Expedition Corps as a cyber technician.
  Born in Tiantang, Skid has been obsessed with technology ever since he was a small ugly toddler; his life’s goal 
  is to transcend mortal flesh and turn his body into one of the machines whose perfection he admires so much.
  Skid’s parents owned an important research and development facility that focused mostly on biotechnological 
  advances and cortex connected devices. When his ideas started diverging from his parents’, he decided to quit the 
  family business and joined the military, where he became a reputed technician.  When he lost an arm in an accident, 
  he decided to try a new prosthetic of his own design. He hopes to lose more limbs so he can experiment some 
  more, but he’s not in THAT much of a hurry.
  
  CORVO
  The Corvo are a highly technological 
  species; they are very independent 
  and very capable. Their appearance and 
  physiology resembles those of insects 
  and they are well adapted to life in space.
  Technological
  All Corvo characters start the game with a cortex con-
  nector Upgrade. This Upgrade does not count as one of the 
  Tech Upgrades a character can have and it does not occupy 
  an Upgrade slot.
  Tail Reflex
  A corvo character can use his tail to connect a device to 
  his cortex connector. If the device is about to receive ACS 
  damage due to a Hacking action, it will be disconnected 
  instead. It takes one action to connect it again.
  Spaceborn
  All Corvo characters have one advantage when they 
  perform an action using EVA.
  Attribute Limits
  The evolution of the Corvo gave them a very utilitarian 
  metabolism, allowing them to adapt to life in space and to 
  survive with minimal resources. For this reason, they are 
  not very strong or physically capable. Their Constitution 
  and Agility Attributes are limited to a maximum value of 
  2 each.
  UPGRADES
     Eidetic Memory
  2 points. The character remembers everything to 
  whatever he paid attention. He might ask the GM for remind-
  ers of any information given to him. Additionally, damage 
  does not reduce his Skills during actions using Mind or Link.
     Atomic Balance
  2 points. The character is always balanced (at least on 
  an awareness level) allowing him 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 he gains an advan-
  tage when reading maps and retracing a path. Additionally, 
  the character can ignore half his neural damage penalties 
  rounded down.
     Bio Sensor
  4 points. The character has an array of implants that 
  monitors the medical status of those around him in a 10 
  metre radius. This includes information such as heart rate, 
  blood pressure, temperature and neural activity. It can be 
  programmed to wake  the character in the circumstances 
  of his choosing.
     Bionic Spy Glass
  3 points. The character has a digital eye that can perform 
  a x50 zoom, record pictures or video, and switch between 
  normal and infrared sight. Activated. Use to extend the 
  Standard Distance range of a weapon to 300 metres.
     Bloodstream AI
  2 points. The character has a partial AI hosted in 
  nanobots in his bloodstream. The AI has LinkWave 20 and it 
  can connect to any network within its range. It will feed the 
  character with information from the network. He will con-
  stantly receive all the information available in the network 
  regarding electronic items, businesses, and people with an 
  online presence, so long as it is within his LinkWave range.
     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.
     Shielded Skull
  3 points. The Firewalls of all cortex connected devices 
  belonging to the character (or the character himself if he 
  is a Ravager) have one advantage against Hacking attacks 
  through LinkWave.
     Phagocyter
  1 point. The character can eat anything organic, easily 
  digesting bones, tendons, etc. Additionally, he cannot be 
  affected by diseases of any kind. He can also choose not to 
  be affected by a drug or poison.
  Write other upgrades below:
  ___________________________________________
  ___________________________________________
  ___________________________________________
  ___________________________________________
  ___________________________________________
  Biological Upgrade 
  Technological Upgrade
  
  Extended Awareness
  2 points. The soulbender is guarded by Kaliva and is 
  almost impossible to surprise. He can always confront 
  actions made against him, as long as they are performed 
  by characters with a Faith Attribute less than or equal to his 
  own. This is true even if he is asleep or unaware; he realizes 
  what is happening just before events actually occur, giving 
  him a chance to react accordingly. Whenever this ability 
  triggers, the soulbender takes one point of neural damage.
  Phantom
  2 points. Sustained. Suffer any amount of neural 
  damage. The soulbender does not draw the attention of the 
  affected characters unless he is directly attacking them. 
  Phantom affects all characters in a 50 metre radius around 
  the soulbender with Mind less than or equal to the neural 
  damage he suffered to use this power.
  Faith 2: Additionally, they cannot remember his face, 
  voice, name, or anything about him that is recognisable. 
  They will only have a vague idea of whatever they talked 
  about with him. 
  Faith 3: Additionally, they cannot target the soulbender 
  with actions that could have another valid target. Friendlies 
  and neutrals can never be considered valid targets, unless 
  the character performing the action is a Ledger believer.
  Soulhunt
  2 points. Action (Cunning). The soulbender can mark 
  any one sentient being in his line of sight up to 50 metres 
  away, without the target noticing. He will be able to feel 
  the presence of his target anywhere within the same solar 
  system. The soulbender can feel the approximate distance 
  and direction of his target.
  Faith 2: Two targets. Additionally, the soulbender can 
  feel his targets’ moods and feelings, allowing him to gain 
  insights about them. He might be able to see some of 
  their doings in his dreams, though they are revealed in 
  fragments.
  Faith 3: Three targets. The soulbender will know the 
  exact location of his targets. Additionally, he can see 
  through the eyes of his targets in real time, regardless of 
  how far they are, and feel his targets’ moods and feelings.
  Natural Selection
  2 points. Whenever the soulbender confronts a charac-
  ter with a Skill with a lower value than the Skill he is using, 
  the soulbender receives one advantage (The GM is consid-
  ered to have a Skill value of 0). The soulbender may use this 
  Upgrade once per round.
  Faith 2: The soulbender may use this Upgrade any 
  number of times per round.
  Faith 3: Additionally, he ignores Skill damage penalties 
  for the purpose of this Upgrade, and every time the soul-
  bender achieves a critical success in a confrontation he 
  draws one card.
  Greed
  2 points. Instant. At any point, the soulbender can set 
  aside up to as many cards from his hand as his Faith. This 
  does not trigger any effects such as Playing with Ambience 
  or Proficiency. Cards set aside with Greed do not count 
  towards the soulbender’s hand size when drawing up to 
  seven cards at the beginning of a scene.
  Whenever the soulbender can play a card from his hand, 
  he can choose to suffer one neural damage and play a 
  card set aside with Greed instead. Cards played this way 
  are placed in the player’s discard pile as normal. The soul-
  bender cannot set aside any more cards until he has played 
  all those set aside previously.
  • 
  Thou shalt be above all
  • 
   Thou shalt not succumb to weakness
  KaliVa’s commandments
  KALIVA
  Nature isn’t as pure as one might think. Nature is ruthless and cares not for those who fall behind. The strong prey on 
  the weak and the weak on the weakest. Why can Nature be cruel and not be judged? Why do we force ourselves to suffer 
  this double standard? Have we forgotten that we are just a small part of a whole? 
  An animal will do what it must to survive, and it will do it without hesitation. To survive is the most important thing 
  Nature asks from us. I am just another tiger making my way in this jungle.
  • 
  Thou shalt not bear a master
  • 
  Each to their own
  
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  5
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  6
  3
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  3
  2
  0
  6
  5
  
SOURCE: textdata/thevault/Faith/FAITH - The Sci-Fi RPG - Character Folio - Skid (Interactive).pdf