TEXT: roadblock
  Roadblock was born Quaago Ray of the Jino clan, a talka-
  tive and good-natured kid, if not particularly focused. From 
  a very young age he was remarkable for his desire to talk 
  to everyone about everything, a trait that annoyed most 
  of his elders, but eventually taught him to understand the 
  feelings and thoughts of others – and gave him heaps of 
  knowledge, particularly about the lan-
  guages and customs of other 
  alien species.
  As soon as young 
  Quaago 
  learned 
  of the Corvo, 
  he 
  wanted 
  to join their 
  civilization. 
  He longed 
  to wield 
  their 
  fabled 
  technology, see their spaceports and enter their space-
  ships. Time and again Quaago petitioned to be sent to the 
  Corvosphere, and he was rejected exactly as often.
  When he had lost all hope of ever leaving what he called 
  his “boring” life in the dustbowl huts of the Jino clan; when 
  every other Raag in his community had refused his dream 
  of seeing the stars and mocked his yearning to become 
  more than the average Raag; then the Coalition came to his 
  town to set up a watchtower.
  Quaago told himself it was now or never, and went to 
  the Coalition soldiers, asking for a job. To his surprise, 
  the Coalition did what nobody at his community had done: 
  they listened. And they were very impressed to see such 
  an articulate, well-disposed young Raag asking for a dip-
  lomatic job. The leader of the Coalition watch force, an 
  Iz’kal sergeant called Zaal, took a liking to the newcomer 
  and gave him the nickname ‘Roadblock’, letting him serve 
  his detachment as an interpreter, assistant and all-around 
  errand boy.
  After a few months serving as sergeant Zaal’s sidekick 
  and friend, Roadblock was granted an audience with the 
  Coalition High Command, which assigned him to Team Inferi, 
  a newly formed, multi-species spec-ops unit, led by a hard-
  working soldier called Keena Ostargia. Now, Roadblock 
  strives to live up to his assignment, serving Team Inferi 
  as best he can, with loyalty and a strong sense of duty… 
  particularly if the mission gives him somebody 
  new to talk to.
  Roadblock is officially the doctor and Ravager specialist of Team Inferi, but more often than not he serves as the 
  team’s muscle, protected by his massive armor. Given the nickname because of his size and his knack for standing 
  in the way of hastier sentients, Roadblock is a versatile and capable warrior and scientist.
  A member of the Jino Raag clan, Roadblock is curious and friendly for Raag standards. He was chosen by the 
  High Command to join the Coalition due to his diplomatic skills and knowledge of alien lifeforms; for unlike most 
  other Raag, he found himself at ease among other species. His skill as a tracker and knowledge about the Ravager 
  earned him a place in Team Inferi.
  He is friendly, talkative and loyal, as well as a powerful soulbender blessed by Ergon. In addition to his xeno 
  skills, he acts as a frontliner for Team Inferi.
  
  RAAG
  The Raag are a primitive species, very tough 
  and aggressive. They are mammals very 
  well adapted to life in cold weather and they 
  form tight-knit clans to survive the constant 
  menace of conquest or extinction.
  Old Bones
  Raag have a very primitive and tough bone structure. 
  They can ignore the modifiers of up to two physical damage 
  points, and they can predict when a storm is coming.
  Titans
  With an impressive build, this species surpasses most 
  other intelligent species in size.  All Raag characters have 
  two additional points of physical health. Additionally, they 
  have one advantage towards all Constitution actions.
  Attribute Limits
  What the Raag have in strength, they lack in finesse, and 
  their brains have a hard time wrapping around the idea of 
  virtual realities. Their Dexterity and Link Attributes are 
  limited to a maximum value of 2 each.
  UPGRADES
     Insomniac
  2 points. The character cannot sleep and does not suffer 
  any consequences from the lack of sleep. However, he still 
  needs periods of both mental and physical rest, during 
  which he can keep watch or perform simple tasks.
     Endocrine Control
  3 points. 3 points. The character draws a card every 
  time he receives any amount of physical damage from an 
  external source. Additionally, the character ignores half his 
  physical damage penalties rounded down.
     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.
     Powered Reflexes
  3 points. During Initiative Rounds, the character can look 
  at the top two cards of the deck. He must play one of them 
  face down on the table as his 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 point every hour if he is not Bleeding Out. Addition-
  ally, 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, he can ignore the 
  effects of any strange substances in the air he breathes, 
  from toxins to carcinogenic smoke, etc.
     Chameleonic Brain
  3 points. Action. The character can change his affinity to 
  an affinity of his choice by discarding a court card.
  Write other upgrades 
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  Biological Upgrade 
  Technological Upgrade
  
  Vortex
  2 points, Action (Initiative). Suffer one neural damage 
  per portal.
  The soulbender can open up to two portals by throwing 
  balls of energy from the palm of his hand to a point in 
  space. Opening a third portal requires closing one of the 
  others. The portals have a diameter of 2 metres. All forms 
  of matter and energy can travel from one to the other and 
  vice versa. Characters can see clearly through them, and if 
  only one is open, it looks like a ring made of light.
  Faith 1: The portals can be up to 30 metres away from 
  each other, and they last one hour. Each portal takes one 
  action to open.
  Faith 2: The portals can be up to 50 metres away from 
  each other and they last for as long as the soulbender is 
  alive, or until he decides to close one of them. Each portal 
  takes one action to open.
  Faith 3: The portals can be up to 50 metres away from 
  each other and they last for as long as the soulbender is 
  alive, or until he decides to close one of them. Both portals 
  can be opened with the same action.
  Telepathy
  2 points. Faith 1: The soulbender can send telepathic 
  messages to anyone in his line of sight. Additionally, he can 
  send telepathic messages to any Ergon believer within the 
  same solar system.
  Faith 2: The soulbender can send telepathic messages 
  to anyone in his line of sight or within a 100 metre radius. 
  Additionally, he can send telepathic messages to any Ergon 
  believer within the same solar system.
  Faith 3: The soulbender can send telepathic messages 
  to anyone on the same planet. Additionally, he can send 
  telepathic messages to any Ergon believer within the same 
  solar system.
  Judgment
  2 points. Instant. Suffer two neural damage.
  The soulbender can pick any character in his line of 
  sight that has just played a card. The soulbender discards 
  as many cards as his Faith from the top of his deck and 
  replaces the value of the played card with the value of any 
  one of the cards he has discarded.
  Divine Shield
  2 points. Sustained. Suffer two neural damage. 
  The soulbender chooses a character in his line of sight. 
  He can prevent that character from receiving as many 
  damage points of any type per initiative round as his Faith.
  Overload
  2 points. Action (Initiative). Suffer two neural damage.
  Everything in a radius of 5 metres from the soulbender 
  receives two times his Faith in ACS damage points.
  • 
  All are equal
  • 
  Thou shalt bend thy will to the needs of the many
  ergon’s commandments
  ERGON
  It has been proven time and again that collaboration beats competition. Those that believe otherwise are not necessarily 
  mistaken, but it is clear that they are following an agenda for personal gain, costing society a great deal more than they 
  can offer.
  When will they see that power and money are merely a means to an end? Don’t they realise that those things are 
  pointless in themselves? We are social beings and we can only be our true selves with others, and when freed from social 
  stratification and differentiation. The only true, lasting happiness must be shared,  hopefully by all.
  • 
  Thou shalt not hinder thy people
  • 
  Thou shalt help others be their greatest selves
  
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SOURCE: textdata/thevault/Faith/FAITH - The Sci-Fi RPG - Character Folio - Roadblock (Interactive).pdf