<Cybercore>

Overview

Character Creation is quick and simple.

  1. Select a Legacy.
    1. Each Legacy grants the following.
      1. Your Legacy will grant you Two Attribute Points.
      2. Your Legacy will grant you a Legacy Bonus (LB) in two Skills.
      3. You can pick two from several Legacy Knacks.
      4. You will unlock the opportunity to learn two more Legacy Knacks as you Rank-up.
  2. Select your Origin; this determines your race and Home-world.
    1. Select your Race. Race determines your Attributes.
    2. Pick from that Race's Home-world options.
      • Home-worlds can modify your Attributes due to environmental factors.
      • Your Home-world can expand your Origin Feat selection.
    3. At rank 1, Select one of the Origin Feats available to you.
      • You will Unlock 5 Origin Feats by Rank 10.
  3. Allocate your Two Attribute Points (APs) from your Legacy.
  4. At Rank 1, Select your Corporation or Syndicate.
    1. Select the skills you will take from those offered during your Basic Training (BT).
      1. If you meet the prerequisites during BT, you can Purchase Skill Talents.
    2. Complete Basic Training.
      1. Assuming you survive, Allocate your training skill points.

Features

There are lots of Features in Cybercore. These cover Corp Talents, Skills Tricks, Origin Feats, and Legacy Knacks. These are all abilities your character gains at creation or as you Rank up and throughout your missions.

  • In Cybercore, your Origin grants you a selection of Origin Feats.
  • You use skill points to purchase Skill Tricks Skill Tricks or add them to your Skill Total.
  • You get to select two Knacks from your established Legacy, granting you a Boon in two Skills.
  • Your chosen Organization grants you a selection of Talents as you progress through its ranks.
  • When you join an Organization, you may undergo a procedure from that Organization known as Discoveries. These are often Origin-specific as they modify your physiology in some way; you may also acquire "IP" or Discoveries from missions.

There are many options, so even two characters with the same Legacy, Origin, and Organization can be completely different. If this seems overwhelming, then suck it up, buttercup; you will be introduced to these concepts slowly as you complete the starting mission and build your character.

RankTierCorp TrainingCorp TalentsLegacy KnacksLegacy Skill BoonAttr IncOrigin FeatsSP†APTotal SP†Total AP
0021210000
11BasicDiscovery217272
21111104176
31111363012
42Core11111684620
521119106530
6211122128742
73Specialist1251411256
8311111281614072
931311817190
10311113420205110

†SP (Skill Points) = (Rank × 3) + ceil((Mental + Metaphysical) / 2) per Rank. Values shown use the Human baseline (Mental 4, Meta 4). See the Skills By Origin table below for other races. AP (Ability Points) = Rank × 2 per Rank, earned from your Core class. Spent during R&R to purchase Core Abilities.

Note on Legacy Boon: Each Legacy grants access to a pool of Skill Boon options (typically 2 at Rank 0, potentially expanding at higher ranks). The Legacy Boon column shows how many Skill Boon you SELECT at each rank, not the pool size. For example, at Rank 0 you pick 1 Skill Boon from your Legacy's 2 available options.

Origins

Your Origin defines your race and genetic makeup. You unlock one origin Feat at Rank 1 and gain one more origin feat every odd rank there-after as you unlock your true potential.

The list of 20 Common Origin Feats is available to all races; these represent the vast genetic diversity enjoyed by all the creatures in the CyberCore universe.

Each Origin has 10 Specific Origin Feats available only to that Origin.

You will gain 5 Origin feats between Ranks 1 to 10, one each each odd Rank.

Legacy Knacks & Legacy Items

Each Legacy grants a RankedBoon in 2 Skills (choose 1). Your Legacy also grants access to 8 Legacy Knacks and a selection of Legacy Items; Grey Tech devices and inherited equipment.

Select 2 Knacks at character creation; you will learn two more Knacks, one at Rank 4 and 8. You may replace one Knack selection with a Legacy Item instead. Each Knack taken requires a Quirk.

Human Exception: Humans receive 1 additional Knack at character creation that does not require a Quirk, and 1 additional Origin Feat slot at Rank 0. See Humans for details.

Attribute Increases

You begin play with 2 Attribute Increases to distribute across your character's 12 Attributes. You gain additional increases as you Rank up; see the Attr Inc column in the Features table above. These let you shape your character's raw stats over time.

Ability Points (AP)

Ability Points are earned from your Core specialist class starting at Rank 1. Each Rank grants Rank × 2 AP (so Rank 1 = 2 AP, Rank 5 = 10 AP, Rank 10 = 20 AP), for a total of 110 AP by Rank 10. AP is spent during R&R to purchase Core Abilities; powerful specialist capabilities unlocked by your chosen Core. AP cannot be refunded, so choose wisely.

See Cores Overview for the full AP progression table and ability pricing by Tier.

Skills

You begin play with a Bonus to two skills granted by your Legacy. Put a mark on your sheet for those skills in the Legacy Bonus (LB) column. When you make a Skill Check roll for those skills, you will also roll 1d4 and add that to your total.

During Basic Training, you will gain three Skill Tricks; choose wisely.

Skill Tricks

Each Skill, including weapon skills, has a few Tricks up its sleeves; you may wish to purchase these with Skill Points rather than putting even more points into a skill you already have a good bonus for. The Skill Tricks, their requirements, and costs are listed with each Skill.

Earning Skill Points

At each new Rank you earn Skill Points to spend on your existing skills, skills offered by your Organization at your current Rank, or on Skill Tricks. Your Skill Points per Rank are calculated as:

Skill Points = (Rank × 3) + ceil((Mental + Metaphysical) / 2)

Where Mental is the sum of your Intellect, Willpower, Tech, and Persuasion, and Metaphysical is the sum of your Perception, Allure, Foresight, and Harmony. The Rank multiplier ensures all characters gain significantly more skill points as they progress, while the attribute component rewards investment in mental and metaphysical stats.

You may also be able to spend Skill Points on Mission Skills, which are skills you may have picked up while on a mission; the skill cost to train these is outlined in the Mission Debriefing. While they may be more expensive than training from your Organization, they will give you options outside your field.

Skills By Origin

The table below shows the base Skill Points at Rank 1 and Rank 10 for every Origin, before attribute point allocation. Origin Feats, Legacy Knacks, Talents, and where you spend your attribute increases as you Rank Up will all affect this number. The Maximum Wounds a character can take is the sum of their Fortitude + Stability + Grind; see Death & Dying.

OriginMentalMetaceil(M+M)/2R1 SPR10 SPTotal SPMax Wounds
Human4447342053
Bohec2336331955
Rodi (Space Rat)5247342052
Android6358352154
Om (Crystaline)6569362253
Lizards3336331953
Cyborg6036331953
Silicoid3447342055
Nanocoids3236331954
Karani4347342054
Junker3547342054
Zeta (Grey)6147342052

Training Others

While on a Mission, you may learn a skill from your comrades. To receive this training, the following conditions and costs must be met.

  • You can only Train a single person during a mission.
  • You cannot receive training while training another squad-mate.
  • You cannot Train another squad-mate while receiving training.
  • From then on, you always add skill points to that skill at a two-for-one ratio even if your Organization later offers this skill as your training is incomplete and rushed. The bad habits you have picked up are hard to break.

Once you have completed the Mission, you can spend any skill points gained on the squad-trained skill at a 2:1 ratio. So you spend two skill points to raise the skill one point.

If you only gained a single skill point while being trained in this way, put 0.5 in that skill; You are considered trained in a skill but until you have a whole point in it you roll at Disadvantage. Thus, your Training should continue on the next mission. If you receive training from an Organization for a skill that you only have 0.5 points in, it's not too late for them to undo your bad habits; however, you have to spend a whole point on that skill to raise it to 1, In this instance the 2:1 one ratio no longer applies.

Talents (Organization)

Different Organizations (Corporations or Syndicates) give you access to other Skills, including Weapon Skills and Talents, as you rank up. It's worth looking through these lists before you sign on to ensure your character can progress and fulfill your desired destiny. In Total, your character will gain 5 Talents from your Organization, gaining one at every even Rank. Organization Talents are purchased with Talent Points (TP) and are separate from your core specialist's Abilities (purchased with Ability Points).