Character Creation

build your beast...

Overview

Character Creation is quick and simple.

  1. Select a Legacy.
    1. Each Legacy or "Background" grants the following.
      1. Your Legacy will grant you Two Attribute Points.
      2. Your Legacy will grant you a Background Bonus (BB) 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 ability scores.
    2. Pick from that Race's Home-world options.
      • Home-worlds can modify your ability scores 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 (Background), granting you a Bonus 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](conditions-list#discovery). 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 TalentsBackGround KnacksBackGnd BonusAbility IncOrigin FeatsSkill Tricks
11BasicDiscovery22212
21Tactical112
31111
42Core112
52111
62Expert112
73Specialist12
831111
93Master12
1031113

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

Each Legacy grants a Bonus in 2 Skills. When you make a Skill Check roll in these Skills you can also roll 1d4 and add that to your total. Your Legacy also grants you Knacks; each has a selection of 8 Background Knacks.

Select 2 Knacks at character creation; you will learn two more Knacks, one at Rank 4 and 8.

Ability Bonuses

You begin play with 2 Ability Points to distribute across your character's abilities. You will gain one more ability point at each rank as you progress through the Tiers.

Players gain a total of 12 Ability Increases from 1 - 10.

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 Background Bonus(BB) 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 rather than putting even more skill 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

You add your Intellect, Wisdom, Persuasion, and Tenacity at each new Rank. The total is your Rank Up Skill Spend; you spend these amongst your existing skills or the skills offered by your Organization at your current Rank. You may also be able to spend these on Mission skills, which are skills that you may have picked up while on a mission; the skill cost to train these skills is outlined in the Mission Debriefing; however, while they may be more expensive than picking up training from your Organization, they will give you options outside your field.

Skills By Origin

Most Races earn four skill points per level ( Intellect + Wisdom + Persuasion + Tenacity ); some earn as few as two and others as high as Six. These races that tend to be more skilled are generally less durable than their more rugged counterparts; That's evolution for you. The Skill / Rank shown below is before you have assigned your two starting attribute points. Origin Feats, Legacy Knacks and Talents, and where you spend your attributes as you Rank Up will all affect this number. The Maximum Wounds a character can take is the sum of their Fortitude + Stability + Grit; see Death & Dying.

OriginSkills Per RankMax Wounds
Human43
Boehec25
Rodi (Space Rat)42
Android44
Om (Crystaline)63
Lizards43
Cyborg43
Silicoid25
Nanocoids24
Karani dopplers44
Junker dopplers44
Grey52

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 only considered trained in a skill once you have a whole point in it. Thus, your Training must 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

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.