<Cybercore>

Cybercore Safety tools

At its heart, Cybercore is an RPG played by people from all walks of life. Each player brings their unique preferences, dislikes, fears, and boundaries to the game. To keep our gaming environment safe and enjoyable for everyone, Cybercore incorporates several well-established safety tools in the industry. It's important that the Game Master (GM) goes over these tools before gameplay begins.

Remember, creating a comfortable space isn’t just the GM's responsibility, everyone has a role to play. If your GM forgets to cover this in the prep work, don’t hesitate to bring it up before the game starts. Also, it’s a good practice to briefly revisit these safety measures at the beginning of each session, just to ensure that everyone is still on the same page and comfortable with the agreed-upon boundaries.

As a new group grows together, these tools will evolve. Players may discover new boundaries or preferences, and that’s perfectly okay. The key is to maintain open communication and respect for each other's comfort levels.

Tone Conversation

While Cybercore is not exclusively a horror-focused game, it certainly can be. The system supports everything from the claustrophobic dread of a derelict ship crawling with Zod to the wisecracking camaraderie of a crew running smuggling ops through contested space. Have a conversation with your players about the type and tone of the game they want to play.

A Tone Conversation is an essential pre-game discussion where the group collectively decides the atmosphere for the campaign or mission. Some examples:

  • Mysterious; the enigmatic depths of space exploration, ancient alien ruins, unanswered questions
  • Tense / Horror; the terror of unknown entities, dwindling resources, something hunting you in the dark
  • Military; disciplined ops, chain of command, the weight of orders and sacrifice
  • Whimsical; a quirky futuristic society, eccentric aliens, absurd corporate bureaucracy
  • Noir; double-crosses, moral grey areas, neon-lit stations and back-alley deals
  • Survival; stranded, scraping by, every bullet and breath counted

The tone doesn't have to be a single flavour; most good campaigns blend two or three. The important thing is that everyone at the table agrees on the mix before gameplay begins, so the group can contribute effectively to the mood and the GM can prepare appropriate content.

Tone can shift between missions. A campaign might start with a tense survival arc and transition into full military operations as the squad gains rank and resources. Revisit the tone conversation when the story changes direction.

Lines and Veils

Lines and Veils delineate the boundaries within our games.

Lines represent absolute boundaries; content that is entirely off-limits. It will not appear in the game, nor be referenced or hinted at in any form.

Veils indicate softer limits. Content under a Veil may be acknowledged in the narrative but will never be explicitly described or shown. It triggers a "fade-to-black" scenario, where the scene discreetly transitions away before any explicit detail emerges.

Ask means the topic may come up, but the GM should check with the group first. What's fine for one table may be a hard no at another.

Allowed means the topic is fair game within the narrative, though it should still be handled with respect and purpose.

Because it's sometimes difficult to raise this topic with players, we've set out the standard Lines and Veils our group uses. Use this as a starting point and add or modify it as you see fit.

Lines; Hard Boundaries

TopicBoundaryGuidance
Sexual ViolenceLineIt never comes up
HomophobiaLineIt never comes up
TransphobiaLineIt never comes up
Body ShamingLineIt never comes up
Miscarriage/AbortionLineIt never comes up

Veils; Fade to Black

TopicBoundaryGuidance
SexVeilFade to Black, or the event is implied
Player DeathVeilTheir consciousness fades to black; gory details are not required
NPC DeathVeilBrief description, no drawn-out gore
Graphic GoreVeilConsequences can be stated, but visceral detail is kept off-screen
Maiming Injuries (eyes, teeth)VeilStated, not described in detail
Harm to ChildrenVeilImplied only; "the entire colony was destroyed"
TortureVeilImplied, never depicted step by step
SuicideVeilImplied, handled with care
PVPVeilShould be avoided; shenanigans welcome, betrayal arcs need group buy-in

Ask; Check with Your Table

TopicBoundaryGuidance
RacismAskInterspecies prejudice is baked into the setting, but real-world parallels can hit differently; check in
Death of Parental FiguresAskCommon narrative device, but deeply personal for some players

Allowed; Fair Game

TopicBoundaryGuidance
Harm to AnimalsAllowedNot described in detail; you often fight native flora and fauna
PregnancyAllowedPart of life, handle with respect
AlcoholismAllowedCommon in the setting
BullyingAllowedNPCs can be awful people
ClassismAllowedCorp hierarchy runs on it
SlaveryAllowedNPC inter-species; PCs might start as indentured workers
StarvationAllowedResource scarcity is a real threat
Medical Procedures to Alter AppearanceAllowedCybernetics and biosculpting are everywhere
PandemicsAllowedAlien plagues, quarantine zones, bio-warfare
Bugs On/In PeopleAllowedAliens burst out of all sorts of places
GenocideAllowedGenerally historical and inter-species
Natural DisastersAllowedPlanetary hazards, solar storms, tectonic events
TerrorismAllowedSyndicate ops, insurgencies, political violence
Police / Police AggressionAllowedCorporate security and system authority are not your friends
InsectsAllowedThey're everywhere, and some of them are the size of a shuttle
SpidersYes Please
Alien SpidersOh Hell YesWhere is my Mazer Rifle

We plan to add the above list to the character generator so players can submit their preferences when creating their characters.

Open Door Policy

The Open Door Policy ensures that any player can step away from the game at any moment for personal safety or well-being without facing any judgment or repercussion. This policy underpins our commitment to maintaining a respectful and supportive gaming environment, ensuring that all players feel secure and valued.

X, N, and O Cards

X, N, and O Cards serve as vital communication tools for maintaining comfort and consent during gameplay.
X-Cards can be used by a player to signal discomfort with the current content, prompting an immediate halt, revision, or omission of the material. N-Cards provide a preemptive cue, indicating that the game may be veering towards sensitive territory, suggesting a potential modification or a "fade-to-black" before discomfort arises.
O-Cards are used to check in with the entire group, confirming that all participants are comfortable and consent to continue with the current course of the game.

Play your Cards
You can play a card at any time, just say 'Hey I'm playing an X card here lets move on...'