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In FAITH, characters can carry and use any kind of gear that they might find. Some of the most important pieces of equipment are on cards that contain all the important information needed to use them. However, we encourage players to create their own gear if they find the need for it.

There are five types of gear cards: ranged weaponsCQC weaponsrobotssuits, and objects.

Some symbols contain a number inside, which always indicates the number of cards that are played when it is used. Those cards are played from the top of the deck of the gear’s controller.

Common Characteristics 

Some pieces of equipment have common characteristics.

Cortex Connected 

Must be connected to a cortex connector Upgrade to be used.

Easy to Hide 

Can be hidden while wearing a jacket or similar piece of clothing. 

Ghost 

Does not appear on LinkWave radars. It can still be hacked using other methods or through LinkWave if the hacker has line of sight.

Glove 

Must be worn on one hand. It can be attached to a suit with a Technical action.

Throwable 

Action (Athletic/EVA). May be thrown up to 50 metres away. It provides one advantage if thrown within 10 metres and it suffers one disadvantage every 10 metres further, rounded up.

Very Easy to Hide 

Can be hidden while wearing regular clothes, even without a jacket.

Energy and ACS Damage 

Certain pieces of gear have characteristics with an energy value. Those characteristics are considered powered, and if the piece of gear suffers as much ACS damage as their energy value, they stop working. If a cortex connected device suffers ACS damage, each other cortex connected device connected to the same character will suffer the same amount of ACS damage.

Robots also have an energy value, and if they suffer as much ACS damage as that value, they stop working completely.

All items (131)

A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
R
S
T
V
W
X
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