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Cybermancy Frame Rules

Cybermancy uses the Daggerheart gaming system with some particular homebrew tweaks. These all grew out of our recent forays into other gaming systems, plus my own reading / brainstorming. This is part of what I'm really, really looking forward to in playing with you guys - exploring our favorite aspects of role-gaming and homebrewing together!

Nothing on this rules extension list should be assumed to be set in stone - if one of these ideas just doesn't work, we'll change it as we go.

Item Loadouts

How much stuff are you lugging around? How obvious about it are you? And how much trouble are you about to get into?

Flashbacks

Cybermancy adopts the Flashback mechanic, invented by Blades in the Dark, to streamline shadowruns. Instead of spending sessions plotting contingencies, players can reveal their prior preparation in the moment. This reflects both cinematic pacing and the narrative spirit of Daggerheart: characters are competent professionals, even if their players can’t anticipate every detail.

Bennies

Cybermancy adopts the Bennies mechanic, inspired by Savage Worlds, as a flexible system of player rewards. Bennies represent sudden luck, bursts of adrenaline, or the uncanny intuition that separates runners from corpses. They are given freely for great roleplay, clever tactics, or moments that make the table come alive.

Driving and Chases

High-speed pursuits are a natural extension of Cybermancy’s kinetic storytelling. Vehicles tear through tight corridors, thread impossible gaps in traffic, vault obstacles, and exchange fire while engines scream. To support these scenes without relying on maps or tactical grids, Cybermancy expands Daggerheart’s Chase Countdown (Core Rulebook, p.163) into a flexible, multi-vehicle chase system.

Netrunning and Hacking

Cybermancy’s hacking system is designed to support high-tempo narrative play. Most devices in the world are poorly secured, but critical infrastructure and corporate assets employ hardened defenses and active ICE. These rules maintain Daggerheart’s focus on clarity and cinematic momentum.

Critical Fails

Daggerheart does not include critical failures, but Cybermancy introduces an optional rule: matching duality dice with a total result below 10 count as a critical fumble (effective, a pair of 1's, 2's, 3's or 4's). While failure is not inherently enjoyable, the consequences of a dramatic misstep often create memorable and improvisational storytelling opportunities.

Added effect of Marking an Armor Slot

I really like the concept of damage thresholds and Armor slots in Daggerheart, gut one aspect of that design that I dislike is how an Armor Slot is almost functionally equivalent to a hit point. Cybermancy tweaks the rules such that when you mark an Armor Slot to prevent hit point damage, it has the additional effect of applying a -1/-1 to the Major and Severe damage thresholds. The concept is that the armor has been slightly damaged by the hit it absorbed and thus provides a bit less protection until repaired. I like this because it adds additional meaning to the decision about whether to mark an Armor Slot or a hit point, without leading to a "death spiral".