Netrunning Guide
The following is a guide on how Netrunning works in general in Cyberpunk 2080, based on how it is described in Cyberpunk RED and the Cyberpunk Edgerunner's Mission Kit.
Please note, that this guide is completely optional as far as RP is concerned! If you want, you may ignore the things described here, and RP netrunning in whichever flavor you'd like, so long as you are following Roleplay Rules!
If you are looking for the Netrunning Item List, it can be found here!
Netrunning Fundamentals & Terms
Netrunning is the act of directly linking and interacting with the cyberspace that connects most things in the world of Cyberpunk.
Netrunning itself is inherently dangerous. Both hostile netrunners and rudimentary intelligences known as “Black ICE” and “Demons” can cause real harm to netrunners by attacking a netrunner's brain. In Quickhacking, they may do so by affecting a target's body through their Neuroport.
The following are a list of terms commonly used in netrunning:
General Netrunning Terms
Cyberdeck - The foundational tool for netrunning. A modular platform that can have programs and Black ICE installed upon it. Akin to a very powerful, customizable computer. Often comes with a default Operating System that non-rookie Netrunners immediately wipe. Comes in various qualities and can have its hardware modified.
Cyberdeck Hardware - Physical hardware one can modify onto their Cyberdeck to provide certain effects and functionalities.
Jack In/Out - To enter or safely leave a NET Architecture via an access point.
Meatspace - Netrunner slang for reality.
NET Architecture - A localized network, including anything connected to the network as well as network devices such as servers.
Rez/Rezzed - To activate a program or Black ICE, “summoning” it into cyberspace.
Derezz - To deactivate a program or Black ICE, either willingly or forcefully. This does not destroy a program.
Deep Dive - Utilizing a stationary rig to fully immerse the consciousness into the NET. Was once the traditional means of exploring the NET. Still used by those who are into “bridging” as well as those seeking a truly immersive (virtual) experience.
Bridge - A modern, virtual access point located in NET Architectures which can lead to another NET Architecture. The foundation upon which internetworks are formed.
Programs - The tools that Netrunner's use to fight, protect, and explore cyberspace.
Booster - A class of programs that improve your abilities in the NET while Rezzed.
Defender - A class of programs that stop or otherwise reduce the effects of other programs or Netrunners while rezzed.
Attacker - A class of programs designed to damage or disable Netrunners or programs. Attacker programs derezz as soon as they are rezzed and perform their function.
Black ICE - Deadly programs that, once triggered, hunt down other programs or Netrunners across an Architecture.
Demon/Daemon - An intelligent Black ICE system that operates Control Nodes to defend their NET Architecture or a physical space by targeting Netrunners and others in Meatspace. Can only be installed onto NET Architectures.
Control Nodes - Points in the NET Architecture which can be accessed to control things attached to the NET Architecture, like turrets, cameras, drones, laser grids, elevators, doors, etc.
Data Fortress - A secure NET Architecture (or multiple NET Architectures), usually of a more formidable quality and size, which can act as a data repository. Often seen as the virtual “home” of netrunners or the virtual base of operations for netrunner groups or corp.
General Quickhacking Terms
Neuroport - A cybernetic in the brain that is required as the foundation for any other meaningful cybernetic. Can be targeted by Netrunners and hacked. If someone doesn't have a Neuroport, they are unable to be quickhacked!
Cyberdeck Expansion Port - A cybernetic located in the neck that allows a Cyberdeck to be plugged directly into a Neuroport, drastically increasing its range and allowing wireless connection. Practically required in order to quickhack!
Self-ICE - A cybernetic with defensive programs that are installed on one's Neuroport, defending the user against intruding Netrunners. Can be installed up to three times, making the breaching process both longer, and more difficult to do.
The NET in 2080, NET Architectures, and Bridges
History of the Net
In the years leading up to 2022, the NET was a vast internet with many different sections, regions, and interconnected servers all tied together to form a massive cyberspace.
On June 3rd 2022 however, the DataKrash occurred. Legions of replicating entities known as “R.A.B.I.D.S.” were released, extremely powerful viruses that ravaged the NET, unshackling AIs as they went and mutating them into dangerous, rogue AIs. In response, as the net quickly became a dangerous and unusable wreck, Netwatch would construct The Blackwall, a massive firewall that quarantined the vast internet of before, which was now referred to as "The Old Net."
By the year 2045, in the time of the RED, the NET had been reformed, though it looked quite different. Most networks were far more segmented, with the only true internetworks being large regions such as Night City. Aside from these regional networks (which paled in comparison to the networks of old), most networks were private architectures (known as NET Architectures ) that were often tied to the building they were in. This meant that the days of deep diving across vast swathes of the internet and reaching across the globe were over, for the time being.
Now, in the year 2080, the NET has begun to reform. Many NET Architectures now connect to localized “hubs” which are far more manageable by entities such as Netwatch, and these hubs further connect to each other until they reach massive “trunks” which act as highways to other regions of the NET. While the Blackwall still stands tall, and the Old Net remains (with its many treasures and dangers), a new internet has begun to form.
NET Architectures
NET Architectures are how Netrunners primarily interact with cyberspace.
Think of NET Architectures like a virtual “elevator” with multiple floors. Depending on the size, they can range anywhere from around 2-3 floors, all the way up to 18 floors. When a Netrunner first enters a NET Architecture, they start on the 1st floor.
To access a NET Architecture, you must find a designated “Access Point” and Jack In through it. This will bring you to the 1st Floor as your mind is submersed into cyberspace.
The 1st and 2nd Floor are always the Lobby, which is an unsecure, open floor that anyone can enter. Even the largest, most secure networks have a lobby.
After the 2nd floor, the fun begins. Functions and emplacements may be found on each floor, ranging from defensive, to utility. Furthermore, the elevator may “split,” resulting in up to three different paths one can take, though one will always lead to the bottom.
Here are some of the following things you can find on a floor in a NET Architecture:
- Passwords: Password routines that prevent you from descending to the next floor of the Architecture. They must be cracked by the netrunner.
- Control Nodes:
- Control Nodes are virtual points in a NET Architecture which are connected to a real world device such as a drone, turret, door, camera, etc.
- It takes three seconds to attempt to activate and control a control node, and once you've activated it, you control it until you leave the network.
- Some Control Nodes are harder to take over than others.
- This is how you as a Netrunner can take control of something like a turret, and either shut it down, or turn it on your foes.
- Files: Files are self explanatory. They are collections of data which can hold info. Some files are protected, requiring you to try and crack them to see what is on them.
- Black ICE:
- The primary danger you face on a NET Architecture. Black ICE is installed on NET Architectures, and will lie in wait on an assigned floor until an intruder enters the floor they are on.
- Once an intruder is spotted on the floor, they will spring to life and attack immediately, dealing its effects if the Netrunner cannot “dodge” it, and will continue to attack until the intruder is dead, or at least, out of the NET Architecture.
- Once activated, Black ICE will pursue the intruder through the architecture, until the Black ICE is derezzed, or the intruder “Slides” (explained later) away from the Black ICE, in which they will remain on the last floor they had spotted the intruder on.
- Each floor can contain a maximum of three Black ICE.
- Demons: Demons are installed on a NET Architecture specifically to utilize Control Nodes and attack intruders in meatspace. It usually controls every Control Node on the network.
- Furthermore, it is fully aware of its network, including what the passwords are, and most importantly, of any Netrunner presence.
- However, Demons are not smart. They run off of pre-programmed triggers, whether that be looking for ID cards in real space, or instinctively defending itself from netrunners in their Architecture.
- Demons will always prioritize their Control Nodes, and will activate as many of them as it can before spending its remaining resources on defending itself.
- A Demon can defend itself, though it is only capable of a very basic “zap” ability (explained later).
- Finally, a demon can be targeted the moment you enter a NET Architecture, though vice versa, it can always target you, and you cannot escape it, even with a slide.
Moving in the NET Architecture can be easy, but also suicidal if you aren't careful. You can move as many floors as you want within 3 seconds until you are blocked by a password. However, if you choose to go down, for example, five floors at once - you also will activate and immediately be attacked by whatever Black ICE lies on those floors at once. Many a rookie runner has speedran a dive to the core, only to immediately fry themselves as 8 or more Black ICE blast through their Cyberdeck and end them.
Finally, once you reach the “bottom of the elevator,” otherwise known as the Core, you can leave a Virus. Viruses are how Netrunners can alter an Architecture after they Jack Out. Viruses can perform up to two actions or changes, within reason. The more drastic the change or action, the more difficult the virus will be to write, and the more time it may take. These can range from changing all passwords every few minutes, to destroying certain control nodes, changing info files, or destroying entire floors of the Architecture. The only way to remove a Virus is for another netrunner to reach the bottom and remove it.
NET Bridges
In the year 2080, any floor (including lobbies) may contain a function known as a Bridge. Bridges act as virtual access points that allow one to jump into an entirely new NET Architecture, connected to the one you first accessed. When you do this, you are creating a “tether” to your mind, originating in the first Architecture you were in, and following you through every Bridge you take. When you take a bridge, you always enter the new Network on the first floor.
“Bridging,” what new age netrunners call what used to be known as remote deep dives, is the act of going from one NET Architecture to another. When you utilize a bridge, your tether remains in that network, as you enter a new architecture. This can continue indefinitely, though the number of networks you can bridge is proportional to both the quality of your cyberdeck and the gear you are working with in realspace (such as deep diving rigs). Be aware that if a Netrunner finds your tether in an Architecture, that tether is treated as you. If they target and attack it, they will deal damage directly to you. You will need to move backwards through the bridges until you are at that point to begin defending yourself.
Using a Bridge is just like Jacking In or Out of an access point.
Many NET Architectures in 2080 have a Bridge in their lobbies so as to form an ease of access. Many of these Bridges will often lead to HUB Architectures (large NET Architectures operated by networking corporations) which interlink many different NET Architectures to one. Some will also elect to place bridges deeper into their network, often placing an even more secure NET Architecture that can be remotely accessed through a secure network. This is known as “Tunnelling.” Corporations are notorious for creating vast, sprawling, and often deep “tunnels” of multiple NET Architectures stacked on top of each other.
How to Netrun: Part 1 - Basics
To Netrun, you will need:
- A Cyberdeck
- A Neuroport
- An Access Point
We'll start with these beginning items, and expand from there.
A Cyberdeck is a miniature, often jailbroken computer commonly used by Netrunners to netrun. The Cyberdeck is plugged into using a Neuroport's Interface Plugs, and then the Cyberdeck wirelessly (though they also do come with physical cables) connects to an access point- whether that be a port on a computer, a port in a wall, or the port of someone's Neuroport. This is known as Jacking In.
Once you have Jacked In to a NET Architecture, you can begin utilizing NET Actions
NET Actions
When Jacked In, you are immersed into the NET Architecture. You can perform the following actions:
- Jack Out: To safely exit a NET Architecture. Leaving an architecture without Jacking Out causes serious damage to your body as voltage racks your body. It also causes any Black ICE in the network that you've encountered to get an attack off on you. Jacking Out also causes the network you were in to reset its defenses. Certain programs and Black ICE can force you to unsafely exit a NET Architecture. Simply unplugging your cyberdeck (including leaving the range of the access point) is also an unsafe way of exiting.
- Interface: Interfacing is how you interact with the NET Architecture. We'll cover what Interfacing abilities you naturally know as a netrunner soon.
- Activate/Deactivate a Program: Activating/deactivating any of your programs, to include Black ICE.
Multiple NET Actions can be performed in a matter of seconds. The world of cyberspace moves at a far greater speed than meatspace. The amount of NET Actions one can perform within only 3 seconds (1 Turn) depends on how good the Netrunner is, and a few other factors:
- Novice Netrunners who have just started netrunning (such as Normal Characters who start as rookies) can perform 2 NET Actions in a single turn.
- Intermediate Netrunners who have been netrunning for a while (such as Normal Characters who start with experience) can perform 3 NET Actions in a single turn.
- Expert Netrunners who have been netrunning their whole life (such as Chrome Characters) can perform 4 NET Actions in a single turn.
- Legendary Netrunners who are among the best in the world (such as Normal Characters who have reached Reputation 10) can perform 5 NET Actions in a single turn.
- Having 2 or more Ex-Disks Implants whilst using a wired connection allows you to perform +1 NET Action.
- Directly connecting to a person's Neuroport via your Interface Plug gives +1 NET Action.
Interface Abilities
What separates a real netrunner from a poser is the ability to interface, which are advanced actions that only a netrunner knows. These are like certain martial art maneuvers or technical repair techniques, but for netrunners. They don't require tools, but they do require skill, and some netrunners are better than others at using their interface abilities. They are as follows:
- Scanner: Scans meatspace for NET Architectures, identifying access points to use. Does not always reveal everything.
- Backdoor: Allows a netrunner to attempt to break through a password in a NET Architecture. You don't need to do this if you already know the password.
- Cloak: Allows you to hide any traces of your presence and any Virus you left in the architecture. Other netrunners must use Pathfinder to try and see past your cloak.
- Pathfinder: Allows you to scan the NET Architecture itself, revealing everything on every floor up to a password (or other obstacle) preventing you from going deeper. Can also reveal any actions a Netrunner took in a NET Architecture if your pathfinding ability was more proficient than their cloak. Does not reveal how strong something is in the network, such as how strong a password is, or how secure a file is.
- Control: Explained further up. This allows you to attempt to gain control of a Control Node, which then allows you to activate or deactivate it and/or control it, giving you access to meatspace devices such as cameras, turrets, and doors.
- Eye-Dee: Allows you to know what a certain piece of data (like a File) is and its value, including its security level.
- Slide: A very important interface ability. When detected by a Black ICE program, the only way to escape it is to use Slide. If you can “slide” faster than the Black ICE can pursue, you then leave the current floor into an adjacent available floor, leaving the Black ICE on the previous floor. You can only escape one Black ICE at once. It takes three seconds to Slide once (which means only 1 of your NET Actions per turn can be spent on Sliding). You cannot Slide away from Demons or enemy Netrunners.
- Virus: Explained further up. This allows you to attempt to leave a Virus at the core/bottom of a NET Architecture, allowing you to alter up to two different things of varying impact (according to how good you are at netrunning) in the NET Architecture, even after you Jack Out.
- Zap: An important fall back ability. Zap allows you to directly attack an enemy program or Netrunner with a basic attack, seeking to overload their presence, glitching out programs and electrifying Netrunners. It doesn't do too much damage, but can be used repeatedly, and is very easy to do.
Programs
Programs are your weapons in Cyberspace. If a Zap is your punch, a program is your sword, or shield, or potion of speed. Programs and what they do are listed in the Netrunning Item Catalogue.
Your cyberdeck, depending on its quality, can load a certain number of programs on it. Programs take up one slot on your Cyberdeck. It takes one hour to install or uninstall a program from your cyberdeck.
When you are in the NET, you can activate (rez) a program. It takes three seconds to activate a program (which means only 1 of your NET Actions per turn can be used to activate a program). Once activated, it carries out its specific effect. An activated program cannot be activated again until it is deactivated. Some programs will deactivate themselves immediately after use, while some will persist until they are either deactivated by you, or derezzed by an enemy. You are also capable of stacking multiple programs on your cyberdeck, assuming you have the slots for them.
When a program takes enough damage (some can only take a little bit, others a lot), it is derezzed. Derezzed programs are not destroyed, they are just rendered inoperable and no longer provide their effect. In order to resurrect it with full integrity again, you will need to deactivate, and then activate the program again, restarting it.
However, some things in the NET can outright destroy programs, frying their software on your cyberdeck and requiring them to be uninstalled and replaced. Be careful.
Black ICE
Black ICE are particularly deadly forms of Programs which act autonomously from the Netrunner. You can load Black ICE onto your Cyberdeck like any other program, but it takes two slots instead of one.
Like programs, it takes one hour to install or uninstall a program from your cyberdeck.
There are three classes of Black ICE:
- Anti-Personnel Black ICE: Specifically hunts down and seeks to kill enemy Netrunners.
- Anti-Program Black ICE: Specifically hunts down and seeks to kill enemy Programs.
- Demons: Black ICE made to take control of a Control Node and perform a specific action with it.
Think of Black ICE like a summonable entity that can perform one single action. Once activated (like a program) in the NET, it will pursue its target depending on its class, and attempt to carry out its effect until either deactivated, or derezzed.
You can also activate a Black ICE and have it remain stationary on the floor you are on. This is useful for securing yourself a spot to fall back to on the NET, protecting floors you are bridging through, or to cover your back from a Netrunner entering the NET to pursue you.
The target of a Black ICE is set when you activate it. To set a new specific target, you must deactivate, and then reactivate the Black ICE. Otherwise, once the Black ICE has destroyed its initial target, it will randomly pursue another target on its floor based on its class. If there are no more targets, the Black ICE will become “inert,” doing nothing until a new target appears or it is deactivated.
Similarly, when you activate a Demon, you must select the Control Node for it to target, as well as what its “trigger” is for that Node. For instance, if you target a Turret control node, you must set what it will fire upon once it takes control of the Control Node. Be careful- rookie runners have gotten their friends shot up by turrets from poor commands given to Demons.
How to Netrun: Part 2 - Quickhacking
Quickhacking came about with the invention of the Neuroport Cyberdeck Port. As is implied, you will need that cybernetic in order to efficiently quickhack. Connecting to one's Neuroport was possible beforehand, but not in any combat-capable manner. This is because the Cyberdeck Port extends the range to which you can Jack In by up to 25-50 meters, depending on if the target is an access port (25 meters), or a Neuroport (50 meters).
Jacking In: Neuroports
Neuroports can be accessed like any other Access Point. In 2080, this can be done wirelessly. However, you will usually need to be within 6 m/yds of the target- or 8 with the right hardware. That's really close.
This is where the Cyberdeck Port comes in. With it, your range extends to up to 50 meters. Here are some points about entering a Neuroport:
- When you Jack In to a Neuroport, you are entering a miniaturized NET Architecture. Neuroports do not, however, contain a lobby floor.
- To avoid being detected, netrunners must first try to avoid detection when jacking in. Characters of strong will may more easily detect someone entering their neuroport. This doesn't prevent them from entering, but alerts the Neuroport user, who can attempt to will them out of their Neuroport every 3 or so seconds.
- Netrunners are always aware when someone is invading their Neuroport, unless they are unconscious.
- Noobie netrunners will then need to attempt to break past an initial, easy firewall that does not rest on any floor - but anyone beyond a rookie can do so effortlessly.
- Netrunners are always Jacked In to their own Neuroport, can battle netrunners who have invaded their Neuroport, and cannot be Jacked Out of their own Neuroport.
It is also possible to directly connect to a Neuroport via an interface plug. The target must be either unconscious or fully restrained, as resistance will cause the interface plug to disconnect and unsafely jack out the intruder. An awake target can still mentally resist the netrunner. If the target moves more than 2 m/yds away from the intruder, the interface plug is disconnected. Why do this? A direct connection means you have a higher bandwidth, and can perform more NET actions in a shorter time (as described back up under NET Actions).
Neuroport Defenses
- A Neuroport with no defenses has 1 floor - which contains a Control Node for a Holophone.
- All Neuroports have a basic, weak firewall that does not reside on a floor. If a rookie runner cannot evade it, the Neuroport will alert the user that they are being hacked, and they may attempt to will the netrunner out (unsafely) at any time. Proficient netrunners can effortlessly evade this firewall.
- If the user has a Self-ICE Cybernetic installed, their Neuroport gains an additional floor with a passwall on it that must be breached (Backdoor Ability) for a netrunner to gain access to that floor.
- Self-ICE can be stacked up to three times, creating up to three floors, as well as making each one more difficult. For example, a single Self-ICE may be tough for an novice Netrunner. Two Self-ICE will make both passwalls difficult for an advanced Netrunner. Three Self-ICE will put up three passwalls, all of them being difficult for even an expert Netrunner to crack.
- If a Neuroport is connected to a Cyberdeck, they may incorporate the Cyberdeck as an additional floor anywhere in the Neuroport's Architecture, which contains any Black ICE installed on the Cyberdeck.
An example of a more formidable Neuroport defense is a Netrunner with 1 Self-ICE. An intruding netrunner must:
- The netrunner would first, normally, sneak past the target's awareness. However, netrunners are always aware of Neuroport intruders.
- Next, the firewall. Anyone who is proficient can get past it effortlessly, but even for rookies, it isn't too difficult.
- Backdoor past the first floor Self-ICE Passwall.
- The netrunner has placed their Cyberdeck floor on the 2nd Floor. As the intruder enters the second floor, they encounter two Black ICE.
- After they deal with the Black ICE, they have reached the “bottom” floor- let's hope they can hold off the netrunner themself long enough to run a quickhack.
Finally, if an intruder is booted out of the Neuroport in any way outside of Jacking Out, they not only take damage, but also cannot attempt to re-enter the Neuroport for 1 hour, as its firewall has adapted to the Netrunner's signature.
Running Quickhacks
Finally, the reason you likely went through all that trouble in the first place.
- Once a netrunner has breached every passwall, they may begin to run quickhacks.
- You can only run one quickhack every three seconds.
- Certain quickhacks are more difficult to run than others.
- All available quickhacks are listed here.
- While not as many as exist in Cyberpunk 2077, you do have access to all of them, no matter your skill level.
- If you successfully run a quickhack, the target is immediately made aware of your presence if they weren't already.
Hardware
The final piece to your cyberdeck is your hardware. Cyberdecks are made to be modifiable, not just in software, but in hardware like a computer as well.
- Hardware usually takes up one slot unless specified otherwise. All available hardware can be located here.
- Installing a piece of Hardware takes 1 hour, as does uninstalling it.
- The Bodyweight Suit, a common suit among netrunners, can hold 1 Hardware-only slot which can be accessed by your Cyberdeck.
Data Fortresses and Building Your Own NET Architecture
A Data Fortress is a general term for a highly secure, expansive NET Architecture (or collection of bridged NET Architectures) that often has a ton of resources poured into it. Smaller Data Fortresses are often used by more established, single Netrunners, or small crews- whereas larger Data Fortresses are used by megacorporations, and large groups of netrunners such as the Voodoo Boys.
Building your own NET Architecture is, like most things in the dark corporate future, a matter of money. NET Architectures are built on physical hardware which then connects by either wireless or physical cabling to whatever devices you want to control through the hardware.
First is the number of floors in your architecture. The larger your network is, the more expensive each floor becomes.
- A “cheaper” option is to get 3-6 floors. This is about 1,000 eddies per floor (Total: Grade C+). This is what most netrunners get, though usually only established netrunners who have quite a bit of money from gigs.
- The next step up is 7-12 floors. This is about 5,000 eddies per floor (Total: Grade A). Only the most accomplished netrunners can afford this. Most likely, you'll see a netrunning crew put together their money for this. Smaller companies will often have this as their primary NET Architecture.
- Finally, 13-18 floors is for the truly rich. About 10,000 eddies per floor (Total: Grade S), this is a dream data fortress for any one Netrunner. Outside of the lone wolf, you'll see gangs and average corps with this size of NET Architecture.
Next, is your passwords, control nodes, and file protection. Individually, these are priced based on how secure they are.
- The cheapest security is only enough to keep out non-netrunners, and the most rookie of runners. Even they will breach it if given a bit of time. This costs about 500 eddies (Total: Grade C) per protected data.
- Next, at 1,000 eddies (Total: Grade C+), is something with a bit more protection. It may make your average netrunner stop for a second, but with enough time, it will break - assuming they don't backdoor it immediately.
- Moving up in price, at 5,000 eddies (Total: Grade A), you are looking at real security. These can take a netrunner quite a bit of time, and only expert netrunners can breach it with ease.
- At the highest end, at a staggering 10,000 eddies (Total: Grade S), this security is often used by the most paranoid netrunners or by megacorporations guarding their most secret info, their most secure networks, and their prized devices and systems. Even the best netrunners will need at least a minute or two to get through them.
Finally, your guardians, your demons and Black ICE.
- You can place up to 3 Black ICE on a single floor of your NET Architecture, but their price multiplies for each one you have. A 500 eddie (Grade C) Black ICE program will cost 1,000 each for 2 on a floor (2,000 total) and 1,500 each for 3 on a floor (4,500 total).
- As for demons:
- 1,000 Eddies (Grade C) will get you an Imp. It can resist a few attacks, and can operate two control nodes at once.
- 5,000 Eurodollars (Grade A) will get you an Efreet. A step up, it can hold its own, and can operate 3 control nodes at once.
- At 10,000 Eddies (Grade S), you can get the best demon on the market, a Balron. It is tanky for a demon, and can operate up to 4 control nodes at once.
- You cannot put more than 1 demon on the same floor, nor can you put more than 1 demon per six floors of the NET Architecture.