Artificial intelligence tools were used during development, mainly to help write code and documentation. The concept, the design, the gameplay decisions and the original ideas are my own, and every change was directed, reviewed and tested by me before release.
Netrunner HUD turns Netrunning in Cyberpunk RED into something the whole table can watch. Instead of one player and the GM trading numbers while everyone else waits, the run plays out on a shared HUD with a cyberdeck look: the NET Architecture appears as a map, every roll and result shows up for everyone, and Black ICE strikes back in real time.
The GM and the Netrunner control the run; everyone else watches it live. The native character sheet and cyberdeck stay the source of truth: rolls use the system’s own sheet rolls, and damage, REZ and program state are written back to the actors.
For the Netrunner
- Cyberdeck window: equip a deck, install and uninstall programs (drag and drop or buttons) and rez/derez Boosters and Defenders before jacking in, at no NET Action cost.
- Every NET Action from the HUD: Jack In/Out, Backdoor, Control, Eye-Dee, Zap, Slide, Pathfinder, Cloak, Virus (lowest floor only), rezzing and attacking with programs, with NET Actions limited by Interface rank.
- Released data: beat a Password to see its real password, identify a File to open its image and handout journal, take a Control Node and trigger the options the GM prepared (each for 1 NET Action).
- Clear program cards: On, Off, Attacker ready, Used, Neutralized and Destroyed at a glance.
For the GM
- NET Architecture editor: build architectures by dragging Password, File, Control Node and Black ICE nodes onto a grid, then set DV, Black ICE type, notes, the linked Black ICE actor and an enemy NPC Netrunner. It follows the Core shape: the Lobby (floors 1–2) stays on branch A, and each new branch picks where it splits from. It saves to the system’s own NET Architecture item.
- Hidden until found: reveal nodes fully or on the map only; contents appear when the Netrunner enters. Hidden details (DV, GM notes, passwords) stay off the players’ HUD until the rules reveal them.
- Control the pace: confirm each result, resolve the enemy’s side in one click, or turn on the no-confirmation mode. Undo the last actions (up to 10), including what was written to the sheets.
- Enemies that fight back: Black ICE linked to world actors, lying-in-wait encounters, alternating turns, attacks and damage to the Netrunner’s brain or to her programs’ REZ. Place enemy NPC Netrunners on any node, with initiative and attacks.
Rules support
- Program rules: one activation per copy per round, neutralized at 0 REZ, Armor/Flak/Shield/Superglue once per Netrun; Armor lowers brain damage by 4, Flak drops enemy attacker programs’ ATK to 0, Shield stops the first program hit.
- Several runs at once (one tab per Netrunner), a public event log styled as a terminal, optional sound and a reduced-motion setting.
Requirements and notes
- Foundry VTT V12 (verified on 12.343) and the Cyberpunk RED – CORE system (verified on v0.92.4).
- A GM must be connected during a run.
- Interface in English and Brazilian Portuguese.
- The module does not include Black ICE stats from the rulebook: create the Black ICE actors (and their program items with damage) in your world, from the book.
- Beta: feedback and bug reports are welcome on GitHub.
Netrunner HUD is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.