Punk Journal

Character Software For Cyberpunk RED

Keep your character notes in plain text. Get beautiful, detailed character sheets. Let the software do the math.

Get a Finished Character Sheet

Character File   
Character Sheet Style
Default for character
Multi-page sheet with logs
Multi-page sheet without logs
One page sheet (NPC sheet)
Paper Size
US Letter Paper
A4 Paper
Bug Report

Need a character portrait? Try Artflow.AI.

Need a Lifepath?
Try Cybersmily's Lifepath Generator.

Need help with item pricing and point allocation?
Try these spreadsheets for Excel and Numbers.

New Characters

  • Download the Blank Build Log.
  • Open the file in Notepad (Windows) or Text Edit (Mac).
  • Change the first line to the characters name.
  • Change the second line to be the characters role.
  • Fill in the starting values for skills and stats.
  • List your characters starting clothes, gear, and cyberware.
  • Save the file.
  • Upload it to Punk Journal.

Need more help getting started? Check out the 1st Character tab.

Need help customizing your guns? Leveling up? Getting your Nomad vehicles? See the Examples tab.

Need help with spelling, or getting the name of your gear right? Check the Gear/Cyberware tab.

Want all the details? Read the Manual.

Punk Journal is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by R. Talsorian Games. This content references materials that are the property of R. Talsorian Games and its licensees.

Starting Fixer

Simple starting characters. Extra languages from the Fixer Role. Martial arts.

Build Record

Character Sheet

Choosing MedTech sub-abilities. Learning and making pharmaceuticals. Earning and spending IP.

Build Record

Character Sheet

Gun attachments. Netrunning, installing hardware and software into a cyberdeck. Skill chips.

Build Record

Character Sheet

Multi-classing. Choosing Techie sub-abilities. Tech Upgrades for gear. Nomad Vehicles and their upgrades.

Build Record

Character Sheet

Cyberchair and installing cyberware into it. Using Jacket linings from the weather DLC.

Build Record

Character Sheet
Jit Williams
NPC Fixer

NPC Mode. Character notes in Markdown.                                  

Build Record

Character Sheet
Militech Grunt
Cannon Fodder

Mook Mode.                                                  

Build Record

Character Sheet
Night City Gator
Urban Legend

Animal Mode. Natural Weapons and Armor. Multi-optic mount and cybereye options for it.

Build Record

Character Sheet

Punk Journal Operations Manual

Keep your character notes in a plain text file. Turn them into beautiful, detailed character sheets. Let the software do the math.

Punk Journal allows you to use a small number of intuitive commands to build and level up a character for Cyberpunk RED, and then produce a customized, detailed, character sheet in PDF form. Almost anything you would want to do with your character can be reflected on the Punk Journal character sheet, if you know how to use the software.

Table of Contents

  1. The Character File
    1. Character Name
    2. Character Role
    3. Comment Lines
    4. Assigning Points
    5. Gearing Up
    6. Getting Rid of Stuff
    7. Other Commands
    8. Specialization Syntax
    9. Errors
    10. Initial Build Line
    11. The Notes Section
  2. Locations
    1. The Carried Location
    2. The Worn Location
    3. Other Special Locations
  3. Customizing Gear
    1. Tag
    2. Attach
    3. Upgrade
  4. Installing Cyberware
    1. Wildcard Locations
    2. Cyberarm Locations
    3. Cyberleg Locations
    4. Cybereye Locations
  5. Swappable Cyberware
    1. Chipware
    2. Swappable Cyberarm
  6. Jobs, Cash, and Leveling up
  7. Role Specific Commands
  8. NPC Mode
    1. Mook Mode
    2. Animal Mode
  9. API

The Character File

Punk Journal character files must be plain text files. Plain text files are different from the files produced by Word Processors, like MS-Word or Pages. Plain text files can be created with Notepad on Windows, or using TextEdit on a Mac. If using TextEdit, you will need to select Format|Make Plain Text from the menu to force the program to work with plain text.

The character file describes a character, one line at a time. Each line is a seperate command, which sets or changes some portion of the character. The first couple dozens lines describes the initial build of the character. Later lines describe what happens to the character in play, gaining cash and IP, leveling up, and buying new gear.

Character Name

The first (non-comment) line of a character file is always the name of the character.

Character Role

A character may be assigned a starting role by entering the name of that role on a line by itself. A character may be leveled up using the improve command, and multi-classing is possible by using the improve command to raise the role ability of the new class.

Comment Lines

Lines that starts with a # symbol are comments. Punk Journal will ignore these lines when creating your character. The example files use comment lines to explain what they are doing and why, and you can use comment lines to add reminders and explanations for yourself. Comments are not allowed in the notes section, such lines will be treated as part of your notes.

	# This character is for the Friday night game
	Ms. Example
	sell very heavy pistol
	drop kevlar helmet

	remove cyberarm: left

Assigning Points

During character creation, points are assigned to stats and skills by entering point assignment commands. A point assignment command is the name of the stat or skill, followed by the number of points assigned to it. You may use the standard abbreviations for stats, and the order in which stats and skills are entered does not matter. But you should set your character's starting empathy before buying any cyberware.

If a entry for a particular stat is missing it will default to 6. Basic skills default to 2 if they are not listed, other skills default to 0.

	body 5
	ref 2
	will 7
	emp 5

	brawl 2
	handguns 6

Gearing Up

Gear and cyberware can be added to the character sheet using the buy and found commands. The first debits the characters bank account for the item and throws an error if the character does not have sufficient cash; the later adds the item without cost. Just give the command, followed by the item to be added to the character sheet. When buying or finding gear you may also provide a number between the command and the item to add multiply copies.

Some items come in packs of more than 1 when purchased. For example: bullets come in boxes of ten. When you buy such an item, you will get however many are in the pack. But, when you use the found command, you will get only exactly the number you specify.

If Punk Journal does not understand a command, it will attempt to interpret that command as if it was the name of some piece of gear or cyberware. If it can find a matching item in it's database, it will buy the item. This allows you to omit the word buy, and just list the gear your character is acquiring.

	buy very heavy pistol
	buy neural link
	buy 3 very heavy pistol bullets    #Buy 30 bullets (3 boxes)

	found excellent medium pistol
	found 25 medium pistol bullets     #Adds 25 bullets
	found assault rifle

	assault rifle					   #buy an assault rifle
	cybereye: right
	targeting scope: right

Both buy and found place (most) new gear in the carried location, explained below.

Getting Rid of Stuff

The drop command works like the found command, but in reverse. It removes gear from the character sheet. The sell command sells gear, if the character can get something for it. Both commands allow an optional number of items to be specified. Both commands default to working with items in the carried location, but allow a from clause to specify some other location.

Cyberware can be removed using the remove command. If you remove a foundational piece of Cyberware, Punk Journal is smart enough to remove all dependent pieces and adjust maximum humanity accordingly. Note that if you remove a cyberarm, Punk Journal will attempt to retain those options that can be placed in a meat limb.

Other Commands

A complete list of other commands and their syntax can be found in the Command Reference.

Specialization Syntax

Certain skills, such as languages and martial arts, require a specialization to be given when they are taken. Melee Weapons, instruments, and other items needs to be marked with what specific kind of thing they are. Cyberware needs to be placed in the right body position. Specialization syntax supports all these needs.

When additional information is needed about something that is being added to the character sheet, that information follows the base item or skill being operated on, separated from the item's name by a colon.

Specialized items, such as melee weapons, take on the name of their specialization. They are no longer the base item, they are a new item with the given name, which you must use if you need to refer to that item later in the character file. Specialized skills and cyberware are always refered to in their specialized form.

	language: Russian
	martial arts: karate 6
	improve martial arts: karate

	buy cyberarm: right
	remove cyberarm: right

	buy heavy melee weapon: sword
	drop sword

	found large thing: BFG
	found small thing: ammo for BFG

See the section on Installing Cyberware for a detailed explanation of what options are allowed for installing cyberware, and how to get cyberware installed into unusual places.


If a command cannot be executed, it results in an error message. Sometimes errors are the result of mis-entering a command. Other times sometimes errors are the result of an illegal action, such as trying to buy an item when your character does not have enough cash to pay for it.

Mistakes happen, and if your character file generates errors, you will see a list of those errors and the line numbers on which they occured Fix the errors to get a finished character sheet.

Initial Build Line

Everything between the character's name and a line of dashes (------) is the initial build; how the character was created before play begins. Character creation ends at the line of dashes, or when the end of file is reached. At this point, skill and stat point totals are checked to make sure they total correctly. Any unused portion of the character's starting fashion allowance is lost, and the date for subsequent logged events is set to 2045-01-01.

The Notes Section

If the character file contains a line of equal signs (======), anything after this line is treated as character notes rather commands to build the character. Notes may be formatted using Markdown. Footnotes and images are not allowed, but other Markdown notation is, including hyperlinks and tables.

Punk Journal supports several small additions to standard Markdown, it help with text formatting. The command sequence /eol/ will for a line break where it occurs. You may center a line of text by placing it within a pair of /center/ tags.


Punk Journal organizes a character's inventory into locations, representing where there inventory is stored. This allow you to specify what gear a character is carrying, what they have stored safe at home, and what kind of an arsenal they are building at their safe house. The move command allows you to move items between locations. When moving items between locations, you may specify anything you want as the location name, and new locations are created as items are moved into them. Create as many locations are you need to organize your inventory. Certain pre-defined locations, however, have special meanings.

The Carried Location

The carried location is the what most newly found or purchased items will end up. Only the gear in the carried location will apply a bonus to the character's skills. Only carried weapons will appear on the Friday Night Firefight page as equipped for use. If no armor is in the worn location described below then carried armor will instead appear on the FNFF page. Only carried cyberdecks are displayed on the Netrunning page. The Gear Notes section only displays notes for carried or worn items.

The Worn Location

The worn location may be used for items that can be worn, such as clothes and armor. Worn items appear on the first page of the character sheet, in a special descriptive block below the character's portrait (if any). Worn armor will appear on teh FNFF page. Items in the worn location contribue to the character's carried mass.

The <fasion> outfit packages automatically place their contents in the worn location, but individual pieces of purchased clothing default to the carried location. Use the move command to move clothing between the closet, carried, and worn locations.

Use the worn location as a way to separate a character's worn clothing from the rest of their inventory, and prevent clothing from cluttering up the list of carried gear.

Other Special Locations

  • The Home location is the default location for placing new stationary items when they are first purchased or found. Cryotanks are stationary.

  • The Closet location is where items bought or found using the <fasion> closet packages end up. Like the name says, it is a place to store clothes you are not wearing. Do not use the closet to store current or former lovers.

  • The Cryolab location is where MedTechs with at least 2 points in Cryosystems Operations can find the crytotank they are entitled to use. Personal cryotanks gained at higher levels are placed in the Home location.

  • When aquired, new vehicles are placed in the Garage, Marina and Hanger locations, as appropriate. You are free move vehicles from these locations to other places, but only vehicles in these locations will be fully stated out on the Vehicles page.

  • Customizing Gear

    A big part of Cyberpunk is customizing a character's gear. The tag and attach, and upgrade commands allow for gear to be customized.


    Tagging an item prepares that item for customization, and assigns a name to it so it can be used in later commands without confusing it with other items of the same basic type. When an item is tagged, the tag becomes the items name. When you need to refer to that item in the future, always use the tag rather than the old name. A tag can be anything you want, but must not have spaces in it.

    It is possible to tag cyberware. When tagging limbs or eyes, you will need to specify which body part using the same syntax used when initially installing the cyberware.

    Tags never appear on the character sheet. Tags are only for use in the character file. The character sheet will refer to them as whatever the original item is.


    The most common way to modify gear is to install various upgrades. Guns, vehicles, and cyberdecks can all be customized by adding the appropriate type of modifications to them. Certain types of armor and cyberwear also allow for things to be installed in them. All of these uses are covered by the attach command.

    	buy 2 very heavy pistol
    	buy smartgun link
    	buy extended magazine
    	tag very heavy pistol as pistol1
    	attach smartun link to pistol1
    	tag very heavy pistol as pistol2
    	attach extended magazine to pistol2
    	tag cybedeck as mydeck
    	tag bodyweight suit as mysuit
    	attach ban hammer to mydeck
    	attach range extender to mysuit
    	attach mydeck to mysuit
    	buy cyberarm: left
    	tag cyberarm: left as leftarm
    	buy popup melee weapon: left
    	attach combat knife to leftarm

    When you attach one item to another, if the first item cannot contain the second item on its own, Punk Journal will search through the other modifications installed in the first item trying to find a place to put the second. This means, for example, that if you install a Popup Ranged Weapon space into your cyberarm, and tag the cyberarm, you may directly attach a pistol to the cyberarm. You do not need to tag the Popup space.

    	buy cyberarm: left
    	tag cyberarm: left as leftarm
    	buy popup melee weapon: left
    	attach combat knife to leftarm
    	tag compact groundcar as van
    	attach heavy chassis to van
    	attach vehicle heavy weapon mount to van
    	attach Tsunami Arms Helix to van


    The upgrade command allow you to apply the Tech's Upgrade Expertise role ability to an item. The character does not need to have this ability themselves; after all, a good tech knows that the best place to keep upgraded guns is in the hands of their friends. The upgrade command does also not charge the charcter for the cost of the upgrade. If you need to charge the character for the cost of the upgrade, use the $upgrade command instead.

    Upgrade Type Effects
    Slots Adds one slot for options to the weapon, cyberware, or gear.
    Armor Adds one point of SP to the given piece of armor.
    Conceal Allow the weapon to be concealed.
    Quality Improve the quality of a weapon.
    Complexity Simplify the item, making it easier to repair.
    	tag cyberarm: left as leftarm
    	upgrade copmlexity on leftarm
    	tag chipsocket as csocket
    	upgrade slots on csocket
    	tag kevlar helmet as helm1
    	upgrade armor on helm1

    Installing Cyberware

    When cyberware is added to the character sheet, through either the buy or found commands, Punk Journal needs to know where exactly to install it. For many types of cyberware, there is only one place to install that item, so no additional information is needed. Some times must be installed in pairs; if you do not tell Punk Journal where to install these items it will attempt to install them into the usual place. But for some items, there are many possible ways for them to be installed, and PJ needs to know where to put them. When dealing with such cyberware, use the specialization syntax to clarify where the item should go.

    If you later need to refer to a piece of cyberware, use the install location as part of the name.

    If all you want to do is install a simple cyberlimb or cybereye, you can use left or right to specify the location. If you have a tagged item of the appropriate type, you may also use that tag as the location. The rest of this section explains how to specify more complex locations.

    	buy cyberarm: left
    	buy cybereye: right
    	buy cyberleg: left

    Wildcard Locations

    Some items, like interface plugs, can be installed any where. The cyberware section of the of the gear tab shows these items with the ? location option. Whatever location is chosen will be reflected on the character sheet.

    	buy interface plugs: wrist
    	buy interface plugs: neck
    	buy light tattoo: tramp stamp
    	buy light tattoo: bicep

    Cyberarm locations

    With the right cyberware, a character can have more than two arms. The table below shows where cyberarms can be installed into.

    left Install into the left arm.
    right Install into the right arm.
    left borg Install on the left side of an artificial shoulder mount.
    right borg Install on the right side of an artificial shoulder mount.
    tagged item Battle Gloves and <a href=“manual_sparearm”>Spare Cyberarms</a> can be tagged and used as installation locations.
    	buy cyberarm: left borg arm
    	buy wolvers: mybattleglove

    Cyberleg Locations

    Cyber legs can be installed into either the left or right position. Cyberleg options that must be installed in pairs are treated as a single item with appropriate costs in cash and humanity. Such modifications do not need a location; PJ understands that they must be installed in both legs.

    Cybereye Locations

    Cybereyes and single eye options can be installed into any available cybereye. They can also be installed into a tagged pair of Smart Glasses.

    Single eye options
    left or L Left eye.
    right or R Right eye.
    1-5 One of the 5 positions in a multi-optic mount.
    left <tagged item> Left lens of a tagged pair of smart glasses.
    right <tagged item> Right lens of a tagged pair of smart glasses.
    buy cybereye: left
    buy cybereye: 3
    buy chyron: left glasses1

    Punk Journal treats cybereye options that must be installed in pairs as a single item, with an appropriate cost in cash and humanity. If no location is given for these items, PJ will attempt to install them into the left and right eyes. If a tagged pair of smart glasses is given as the location is given it will attempt to install them both lenses. Characters with more than two cybereyes may install them into any two eyes by using a two character pair as the location. Each character of the pair must be L, R or a number from 1 to 5.

    Paired Options xx Two positions, each of which may be l, r, or 1-5. tagged items Both lenses of tagged smart glasses. Example:
    buy anti-dazzle
    buy virtuality: 24

    Swappable Cyberware


    Because chipware is meant to be swapped in amd out, it is handled a differently than other cyberware. When first obtained, the character suffers the expected current humanity loss, but maximum humanity is not adjusted. The chipware is placed in the characters Chipware Library, a special cyberware slot representing the cyberware a character has previously tried and suffered the humanity loss for.

    Chipware in the library is not currently is not automatically installed and in use. The benefits it provides will not be reflected on the character sheet. To use it, you must use the slot command to insert the chip into an available chip socket. PJ will then adjust the character's maximum humanity and reflect the benefits of the chip on the character sheet.

    Use the specializaiton syntax to designate which skill a skill chip contains.

    buy skill chip: accounting
    buy skill chip: martial arts: karate 
    slot skill chip: martial arts: karate

    Swappable Cyberarms

    A cyberarm equipped with a quick change mount can be swapped with a similarly equipped spare cyberarm. Punk Journal enables this by providng a swap command, for use with the Spare Cyberarm item.

    A Spare Cyberarm is a cyberarm with a quickchange mount, and when first obtained the character takes the appropriate hit to current humanity for both items. The character is assumed to have worn it at least once as part of the installation process. Spare Cyberarms are show in the characters inventory, like other non-cyberware items.

    To make use of a spare cyberarm, it must first get tagged. Once tagged, you may install new cyberware into the spare by giving the tag name as the location for the installation.

    The swap command allows you to swap an existing cyberarm for one that has been tagged. This causes the currently installed cyberware to switch places with the the tagged arm. The old cyberarm becomes the new spare, with the same tag as the old spare. The spare becomes the arm in the given location.

    tag spare cyberarm as sparearm
    buy cyberarm medscanner: sparearm
    swap left arm for sparearm

    Jobs, Cash, and Leveling up

    When a character gets paid, you can use the $ to add the cash to the character sheet. Just start the line with an $ sign and an amount, followed by a description of what the payment is for. This will adjust the character bank balance and add a line to their bank account ledger. If the character needs to pay for something, you can use a negative value.

    The session command allows for recording IP gained from play. The improve command allows for spending those IP to raise your skills and role abilities. When improving role abilities, use the name of the role ability rather than the name of the role. Techs and Medtechs also use the improve command to raise their role specialization when they raise their role ability.

    date 2045-02-01
    adventure 60 Red Chrome Cargo
    $2500 Red Chrome Cargo payment and loot
    -$1100 Rent for Feb.
    improve medicine
    improve surgery

    Role Specific Commands

    The learn command allows for a Medtech to learn a pharmaceutical recipe, when they level up their pharmaceuticals role specialization. The make command allows a tech to use their fabrication expertise to make an item, or a medtech to produce a batch of pharmaceuticals they know the recipe for. These items will appear on the character sheet and the appropriate cost will be charged against their bank account.

    #for MedTechs
    learn speedheal
    make speedheal
    #For Techs
    make excellent heavy pistol

    Fixers should make use of the grease command to add additional languages that they qualify for based on their level of operator. They can also use the haggle command instead of the buy command. When you use haggle to buy more than one item, Punk Journal will calculate the best price for getting that many of the item based on the characters level in operator, and apply the appropriate discount.

    grease Maori
    haggle 6 airhypo 		#buy 5, get one free

    The moto command can be used by Nomads to select family vehicles and upgrades for them. When selected, vehicles are added to the appropriate location in the character's inventory (garage, hanger, or marina). If a vehicle upgrade grants an additional choice of an item, the moto command can be used to add that item to the character's inventory as well. Upgrades can be installed into vehicles by tagging the vehicles and attaching the upgrades.

    moto compact groundcar
    tag compact groundcar as myvan
    moto heavy chassis
    attach heavy chassis to myvan
    moto housing capacity
    attach housing capacity to myvan

    NPC Mode

    Punk Journal provides a special NPC mode for building NPCs that do not need to follow the rules for building PCs. You can enable this mode by using the command npc. It is recommended that you place this command right after the character's name, but it can appear anywhere in the file. By default, NPCs will use a one-page, portrait oriented character sheet. This sheet is designed to make it easy to run the NPC in combat and most other interactions, while being compact enough to provide all relevant information at a glance.

    NPC differs from the regular Player Character mode as follows:

    In most cases, NPCs will have whatever Empathy they are assigned, and will not lose empathy to getting Cyberware. This allows you to set the final empathy value for the NPC rather then worrying about the match behind their cyberware. Punk Journal does, however, enforce a maximum humanity check. NPCs start with a maximum humanity of 80 (as if they had empathy 8). Each piece of cyberware reduces this number as normal, and if the Empathy you give the NPC is greater than allowed by their maximum humanity it will be reduced accordingly.

    Mook Mode

    Punk Journal also provides a special "Mook" mode enabled by the mook command. Mooks are similar to NPCs, and follow the same build rules and default to using the same one page character sheet. However, in mook mode, entries for the mook's skills are taken as the total of the skill and its controlling stat, rather than just the skill level. This allows you to build a mook in a fashion similar to how they are presented in the Cyberpunk RED Core Book. Use mook mode when you want to give an NPC a particular total bonus to a skill check without having to worry about the math.

    For example: If you know you want your goons to have a total +12 to hit with the Handgun skill, you can just enter handgun 12, and let Punk Journal do the math to work out what skill level they should have given their reflexes.

    Animal Mode

    Animal mode is enabled by using the animal command. Animal mode is similar to npc mode, with the following differences.

    Animals have access to four types of natural weapons, in five different sizes. All natural weapons use the Brawl skill to make attacks. Weapons are specified in the form <size> <type>: <name on sheet>.

    Large Fists: Punch     # 3d6, rof 2, not treated as a melee weapon for armor bypass
                           # Add an attack called "Punch" to the character sheet.
    Medium Bite: Gnaw      # 2d6, rof 1, treated as a melee weapon for armor bypass
                           # Adds an attack called Gnaw to the character sheet
    Hide                   # SP 3


    Punk Journal exposes a single endpoint for external integrations.

    Endpoint: https://www.rpgtools.info/cyberpunk/PunkJournal/character/json

    Request: A POST call with a Punk Journal character record sent as the body of the POST message. Content-type must be set to application/punkjournal.

    Responses: The response object is content-type: application/json.

    Success: Status code 200 (OK). The body of the response contains a JSON object the represents the fully built character. This is the object used to instantiate the template that produces the complete character sheet PDF, including logs. Everything present on the character sheet is represented in this object in some fashion. The contents of the object are subject to change, but future changes are expected to be additive rather than subtractive or transformational. A good way to understand how this object encodes a character is to submit the example characters and observer the results.

    Illegal Character: When the submitted character is not a legal build, status code 422 (Unprocessable Entity) is returned. The body of the response contains a list of JSON objects that describes the errors and the lines on which they appear.

    Other problems: Other API errors resultin a 400 error and a message refering the user to the documentation. If this is insufficent use the bug report tab to seek further assistance.

    curl -X POST --data-binary "@Mycharacter.txt"
    	-H "Content-Type: application/punkjournal"

    Curl requires --data-binary to properly send line breaks when sending a text file. Punk Journal enforces the content-type, and will reject a request that does not properly set it to "application/punkjournal". Mycharacter.txt is a local file holding a valid Punk Journal character.

    Your First Character

    1. Open your favorite text editor. On Windows you can use Notepad. On MacOS, you can use TextEdit but you will first need to select Format|Make Plain Text.

    2. On the first line of the file, enter your character's name. On the second line, enter the character's role.

      		Ms. Example
    3. On the next ten lines, enter your characters stats, one stat per line. Just include the name of the stat followed by the number of points you put into the stat.

    4. Now, do the same thing to allocate your character's skill points. Be sure to put four points into your character's native language, and two points into local expert for your character's home town.

      Languages, local expert, martial arts, sciences, and play instrument all require a specialization when they are learned. You specify the specialization by giving the name of the skill, followed by the colon, followed by the specialization.

      		language: Mandarin 4
      		local expert: Beijing 2
      		brawling 4
      		handguns 6
    5. Hint: If you wish, you may leave out any basic skill that you choose to leave at the default value of 2. Omitted stats will also default to 6.

    6. Buy your character's starting gear and cyberware. Use the buy command followed by the name of what you want to buy. Some cyberware can be installed in multiple places, in these cases follow the name of the cyberware with a colon and then the location. Cyber-limbs and cyber-eyes and be installed in either the left or right position, and interface plugs and light tattoos can be installed anywhere.

      		buy agent
      		buy excellent medium pistol
      		buy medium pistol bullets
      		buy neural link
      		buy wolvers: right
      		buy cybereye: left
      		buy interface plugs: neck
      		buy light tattoo: tramp stamp
    7. Hint: Do not forget to buy bullets for your gun. Ammunition names follow the format [ammo-type] [gun type] [ammo-form]. Ammo type is the special properties of the ammunition, such as armor-piercing or expanding. Gun type is the type of gun, such as medium or very heavy or rifle. Ammo-form is bullets, arrows, grenades, and so forth. Bullets come in boxes of 10.

      		buy armor-piercing heavy pistol bullets
      		buy rifle bullets
    8. Hint:You can buy <fashion> outfit to quickly give your character a top, bottoms, footwear, jacket, jewelry, and mirror shades of the given type. You can also buy <fashion> closet to quickly purchase four tops, two bottoms, footwear, and a hat of the given type and put it in the special closet location.

      		buy urban flash outfit
      		buy asia pop closet
    9. Hint:You can buy basic kit to quickly give your character an agent, a carryall, an anti-smog breathing mask, a flashlight, an combat knife, interface cables, and a contraceptive implant.

    10. If you are playing a Fixer, use the grease command to give your character the free language they get from their role ability.

      		grease French
    11. If you are playing a Tech or MedTech use the improve command to allocate points to your role sub-skills. MedTechs can use the learn command to add the formulas that each rank in pharmaceuticals grants.

      		improve field expertise
      		improve upgrade expertise
      		improve Pharmaceuticals
      		learn speed heal
      		make speed heal   #pay to make a few doses
    12. If you are playing a Nomad use the moto command to give your character a vehicle and some upgrades.

      		moto compact groundcar
      		moto heavy chassis
      		moto housing capacity
    13. The tag command allows you to prepare an item for customization, and the attach command allows you to add modifications to that item. Netrunners should tag their cyberdeck and attach any purchased hardware and software to it. Nomads should tag their vehicle and attach their upgrades to it.

      		tag cyberdeck as deck1
      		attach sword to deck1
      		attach flak to deck1
    14. Draw a line of dashes (-----) under your initial character build. This marks the point in the character file where the rules for character creation are processed. As you gain loot and IP in play you will add those commands after this line.

    15. Draw a line of equal signs (=====) on the line after that. Anything you put after this mark will be placed into the notes section of the character sheet. You may use Markdown syntax for these notes.

    16. Your Done! Save the file and upload it to Punk Journal to get your character sheet.

    Command Reference

    Initial Build Commands

    The first command in the file is always the character's name.


    Select a starting role for the character using the name of that role as a command. Multi-class a character by improving the new role ability, subject to available IP and the multi-classing rules.

    <stat name> <number> <skill name> <number>

    During character creation, points are allocated to skills and stats by entering the name of the stat or skill followed by the number of points to assign to it. After creation, use the improve command to raise skill ranks.

    Inventory Commands
    $xxxx.xx memo
    -$xxxx.xx memo

    Add or subtract funds from the character's bank account.

    buy [#] <item>

    Buy an item with cash, adding it to the carried location in the character's inventory. The transaction is reflected in the character's bank ledger.

    found [#] <item>

    Add an item to the characters inventory.

    sell [#] <item>
    sell [#] <item> from <location>

    Sell items from the character's inventory. The transaction is reflected in the character's bank ledger. Defaults to selling from the carried location if no location is given.

    drop [#] <item>
    drop [#] <item> from <location>

    Remove an item from the characters inventory.

    loot [#] <item>

    Sell items which are not in the character's inventory. Used to convert found/looted/scavenged items into cash rather than keeping them. The transaction is reflected in the character's bank ledger.

    move [#] <item> to <location>
    move [#] <item> from <location>
    move [#] <item> from <location> to <location>

    Move items between locations in the character's inventory. When both locations are not given, the missing location is assumed to be carried.

    Item Customization Commands
    tag <item> as <tag>

    Tags one of the given items with the given tag, and makes it unique from all other copies of that item. Tagged items may have other items attached to them, or used as locations to install cyberware. Once an item has been tagged, you must use that tag instead of the item name when refering to it in other commands such as move or drop.

    attach <item> to <tagged item>

    Attaches one item to another. Used to install weapon modifications in guns, software and hardware in cyberdecks, and upgrades in vehicles. Also used to plae items in cyberware weapon holders, and body weight suits.

    upgrade <upgrade type> on <tagged item>
    $upgrade <upgrade type> on <tagged item>

    Use the Tech's ability to upgrade a piece of equipment. Allowed values for upgrade type are armor, slots, conceal, complexity and quality.

    Use of the upgrade command does not affect the character's bank balance. Use of the $upgrade command charges the character the cost of upgrade.

    The character does not have to be a Tech to use these commands, since Techs can pass upgraded items to other characters.

    Level-up Commands
    session <IP gained> <memo>

    Add improvement points to a character. Use the memo field to describe the job or mission.

    improve <skill>

    Raise a skill, role-ability, or role specialty. Requires the character have sufficient IP, or unused role specializations.

    humanity <amount> <memo>

    Adds the given amount to the character's current humanity. Use a negative amount to reduce current humanity.

    Cyberware Commands
    slot <chipware>

    Slot the given piece of chipware into an open chip socket.

    remove <cyberware>
    remove <cyberware>:<location>

    Remove a piece of installed cyberware. The removal is reflected on the characters humanity log.

    swap <arm location> arm for <tag>

    Swap an installed cyberarm with the quick mount option for a spare cyberarm that has the given tag. The old cyberarm becomes a spare cyberarm with the same tag.

    Role Specific Commands
    grease <language>

    Allows a character to claim a free language that was granted by the fixer's role ability.

    haggle [#] <item>

    Use the fixer's ability to haggle to get the lowest possible price for the given number of items.

    learn <formula>

    Learns a formula granted by a role specialization, is the character has one available to learn.

    make <item>

    Use this command to have the character make a new item, incurring the costs of doing so. The character must have the appropriate role specialization. Usable by both Techs and MedTechs.

    moto <vehicle>
    moto <vehicle upgrade>

    This command allows a Nomad to acquire the vehicles and vehicle upgrades allowed by their role ability. Upgrades are not placed on vehicles automatically, vehicle must be tagged and upgrades attached to them. If a previous choice allows for additional gear to be obtain, that gear can also be added with the moto command.

    Additional Commands
    date <yyyy-mm-dd>

    Set the date that will be recorded in character logs such as the bank ledger, humanity log, and build log.

    By default the date is set to 2044-12-01 at the beginning of character building and then set to 2045-01-01 when the initial build ends (when PJ encounters a line of dashes, see above).

    title <character title>

    Set the character's title, which appears in the upper right hand corner to the first page of the sheet. If no title is set, the title defaults to the character's role or roles. Setting this does not affect the Role section of the character sheet.


    End character creation, and checks to make sure the character is a legal starting character. Sets the date to 2045-01-01.


    End of character commands, and the beginning of the notes section. Notes may be taken in Markdown syntax. Footnotes and images are not allowed.


    Process this character in NPC mode. Removes restrictions on total points assigned to stats, skills, and role abilities. Provides unlimited funds to buy equipment and unlimited IP for advancement. Character sheet will default to one page concise sheet.


    Process this character in Mook mode. Removes restrictions on total points assigned to stats, skills, and role abilities. Skill assignments are treated as the total of the skill plus its controlling stat. Provides unlimited funds to buy equipment and unlimited IP for advancement. Character sheet will default to one page concise sheet.


    Process this character in Animal mode. Similar to NPC mode, but stats are not limited to the 2-8 range. Character will have access to natural weapons and armor. Character sheet will default to one page concise sheet.


    Anti-Smog Breathing Mask
    Audio Recorder
    Auto Level Dampening Ear Protectors
    Braindance Viewer
    Bug Detector
    Bullet Proof Shield
    Chemical Analyzer
    Cold-Weather Lining
    Disposable cell phone
    Drum Synthesizer
    Duct Tape
    Food Stick
    Glow Paint
    Glow Stick
    Grapple Gun
    Homing Tracer
    Hot-Weather Lining
    Inflatable Bed and Sleep-bag
    Instrument: <Instrument name>
    Interface Cables
    Kibble pack
    Lock Picking Set
    Medtech Bag
    Memory Chip
    Observation Camera
    Personal Carepak
    Pocket Amplifier
    Radio Communicator
    Radio Scanner/Music Player
    Reusable Water Bottle
    Road Flare
    Smart Glasses
    Smart Lens
    Spare Cyberarm
    Tech Bag
    Tent and Camping Equipment
    Tracer Button
    Vial of Biotoxin
    Vial of Poison
    Video Camera
    Virtuality Goggles
    Waterproof Weather Lining
    large thing: <Thing name>
    medium thing: <Thing name>
    small thing: <Thing name>
    stationary thing: <Thing name>
    tiny thing: <Thing name>
    very large thing: <Thing name>


    Black Lace
    Blue Glass


    Amplified Hearing
    Artificial Shoulder Mount
    Big Knucks: <Arm location>
    Braindance Recorder
    Chipware Compartment: <Eye location>
    Chipware Socket
    Chyron: <Eye location>
    Color Shift: <Eye location>
    Contraceptive Implant
    Cyberarm: <Arm location>
    Cyberarm Cyberdeck: <Arm location>
    Cyberarm Hardened Shielding: <Arm location>
    Cyberarm Medscanner: <Arm location>
    Cyberarm Plastic Covering: <Arm location>
    Cyberarm Realskinn Covering: <Arm location>
    Cyberarm Superchrome Covering: <Arm location>
    Cyberarm Techscanner: <Arm location>
    Cyberaudio Homing Tracer
    Cyberaudio Suite
    Cybereye: <Eye location>
    Cybereye Dartgun: <Eye location>
    Cyberleg: <Leg location>
    Cyberleg Hardened Shielding: <Leg location>
    Cyberleg Plastic Covering: <Leg location>
    Cyberleg Realskinn Covering: <Leg location>
    Cyberleg Superchrome Covering: <Leg location>
    Cyberware Audio Recorder
    Cyberware Bug Detector
    Cyberware Chemical Analyzer
    Cyberware Radio Communicator
    Cyberware Radio Scanner / Music Player
    Cyberware Scrambler Descrambler
    Enhanced Antibodies
    Grafted Muscle and Bone Lace
    Grapple Hand: <Arm location>
    Grip Feet: <Leg location>
    Hidden Holster
    Image Enhance
    Implanted Linear Frame Beta
    Implanted Linear Frame Sigma
    Independent Air Supply
    Interface Plugs: <? location>
    Internal Agent
    Jump Booster: <Leg location>
    Kerenzikov Speedware
    Level Damper
    Low Light/Infrared/UV: <Eye location>
    Medical Grade Cyberarm: <Arm location>
    Medical Grade Cybereye: <Eye location>
    Medical Grade Cyberleg: <Leg location>
    MicroOptics: <Eye location>
    MicroVideo: <Eye location>
    Midnight Lady Sexual Implant
    Mr. Studd Sexual Implant
    MultiOptic Mount
    Nasal Filters
    Neural Link
    Olfactory Boost
    Pain Editor
    Popup Grenade Launcher: <Arm location>
    Popup Melee Weapon: <Arm location>
    Popup Ranged Weapon: <Arm location>
    Popup Shield: <Arm location>
    Quick Change Mount: <Arm location>
    Radar / Sonar Implant
    Radar Detector
    Radiation Detector: <Eye location>
    Rippers: <Arm location>
    Sandevistan Speedware
    Scratchers: <Arm location>
    Sensor Array
    Shoulder Cam: <Arm location>
    Skate Feet: <Leg Location>
    Skill Chip: <Skill name>
    Skin Weave
    Slice N Dice: <Arm location>
    Standard Foot: <Leg location>
    Standard Hand: <Arm location>
    Subdermal Armor
    Subdermal Grip: <Arm location>
    Subdermal Pocket
    Tactile Boost
    Talon Foot: <Leg location>
    Targeting Scope: <Eye location>
    TeleOptics: <Eye location>
    Tool Hand: <Arm location>
    Toxin Binders
    Virtuality: <Paired eye location>
    Voice Stress Analyzer
    Web Feet: <Leg location>
    Wolvers: <Arm location>

    Melee Weapons

    Excellent Heavy Melee Weapon: <Weapon name>
    Excellent Light Melee Weapon: <Weapon name>
    Excellent Medium Melee Weapon: <Weapon name>
    Excellent Very Heavy Melee Weapon: <Weapon name>
    Heavy Melee Weapon: <Weapon name>
    IMI Chainknife: <Weapon name>
    Kendachi mono-three
    Light Melee Weapon: <Weapon name>
    Medium Melee Weapon: <Weapon name>
    Poor Heavy Melee Weapon: <Weapon name>
    Poor Light Melee Weapon: <Weapon name>
    Poor Medium Melee Weapon: <Weapon name>
    Poor Very Heavy Melee Weapon: <Weapon name>
    Stun Baton
    Very Heavy Melee Weapon: <Weapon name>

    Ranged Weapons

    Air Pistol
    Arasaka WAA Bullup Assault Weapon
    Assault Rifle
    Biotechnica Enviro-Launcher
    Constitution Arms Hurricane Assault Weapon
    Constitutional Arms Multiple Ammunition pistol
    Excellent Assault Rifle
    Excellent Bow
    Excellent Crossbow
    Excellent Grenade Launcher
    Excellent Heavy Pistol
    Excellent Heavy Submachine Gun
    Excellent Medium Pistol
    Excellent Rocket Launcher
    Excellent Shotgun
    Excellent Sniper Rifle
    Excellent Submachine Gun
    Excellent Very Heavy Pistol
    Grenade Launcher
    Heavy Pistol
    Heavy Submachine Gun
    Kendachi Dragon Flamethrower
    Magnum Opus Hellbringer
    Malorian Arms 3516
    Malorian Arms Sub-Flechette Gun
    Medium Pistol
    MicroCutie by HelloCutie
    Militech "Cowboy" U-56 Grenade Launcher
    Militech Crusher
    Militech Tactical Umbrella
    Mustang Arms ARS-5 Submachine Gun
    Nomad Pneumatic Bolt Gun
    Nova Model 757 Cityhunter
    Poor Assault Rifle
    Poor Bow
    Poor Crossbow
    Poor Grenade Launcher
    Poor Heavy Pistol
    Poor Heavy Submachine Gun
    Poor Medium Pistol
    Poor Rocket Launcher
    Poor Shotgun
    Poor Sniper Rifle
    Poor Submachine Gun
    Poor Very Heavy Pistol
    Rhinemetall EMG-86 Railgun
    Rocket Launcher
    Sniper Rifle
    Stolbovoy ST-5 Assault Rifle
    Stun Gun
    Submachine Gun
    Teen Dreem
    Towa Pocket Launcher
    Tsunami Arms Helix
    Very Heavy Pistol

    Weapon Mods

    Drum magazine
    Extended Magazine
    Grenade Launcher Underbarrel
    Infrared Nightvision Scope
    Shotgun Underbarrel
    Smartgun Link
    Sniping Scope


    Acid Paint Ball
    Armor-piercing Arrows
    Armor-piercing Bolts
    Armor-piercing Darts
    Armor-piercing Grenade
    Armor-piercing Heavy Pistol Bullets
    Armor-piercing Medium Pistol Bullets
    Armor-piercing Rifle Bullets
    Armor-piercing Rocket
    Armor-piercing Shotgun Slugs
    Armor-piercing Very Heavy Pistol Bullets
    Battery Pack
    Biotoxin Arrows
    Biotoxin Bolts
    Biotoxin Darts
    Biotoxin Grenade
    EMP Grenade
    Expansive Arrows
    Expansive Bolts
    Expansive Darts
    Expansive Heavy Pistol Bullets
    Expansive Medium Pistol Bullets
    Expansive Rifle Bullets
    Expansive Shotgun Slugs
    Expansive Very Heavy Pistol Bullets
    Flamethrower Fuel
    Flashbang Grenade
    Flechette Rounds
    Heavy Pistol Bullets
    Incendiary Arrows
    Incendiary Bolts
    Incendiary Darts
    Incendiary Grenade
    Incendiary Heavy Pistol Bullets
    Incendiary Medium Pistol Bullets
    Incendiary Rifle Bullets
    Incendiary Shotgun Shells
    Incendiary Very Heavy Pistol Bullets
    Medium Pistol Bullets
    Paint Ball
    Posion Arrows
    Posion Bolts
    Posion Darts
    Posion Grenade
    Rifle Bullets
    Rubber Arrows
    Rubber Bolts
    Rubber Darts
    Rubber Heavy Pistol Bullets
    Rubber Medium Pistol Bullets
    Rubber Rifle Bullets
    Rubber Shotgun Slugs
    Rubber Very Heavy Pistol Bullets
    Shotgun Shells
    Shotgun Slugs
    Sleep Arrows
    Sleep Bolts
    Sleep Darts
    Sleep Grenade
    Smart Arrows
    Smart Bolts
    Smart Darts
    Smart Heavy Pistol Bullets
    Smart Medium Pistol Bullets
    Smart Rifle Bullets
    Smart Rocket
    Smart Trounds
    Smart Very Heavy Pistol Bullets
    Smoke Grenade
    Spike Strip
    Teargas Grenade
    Very Heavy Pistol Bullets


    Bodyweight Suit
    Bony Plates
    Flak Helmet
    Heavy Armorjack
    Heavy Armorjack Helmet
    Kevlar Helmet
    Leathers Helmet
    Light Armorjack
    Light Armorjack Helmet
    Medium Armorjack
    Medium Armorjack Helmet
    Metalgear Helmet
    Radiation Suit

    Linear Frames

    Linear Frame Beta
    Linear Frame Sigma

    Mobility Devices

    Mercurius Cyberchair
    Spider Cyberchair


    Excellent Cyberdeck
    Kirama Advanced Deck
    MicroTech Scout
    Poor Cyberdeck
    Raven Microcyb Hummingbird
    Raven Microcyb Kestrel 2
    Raven Microcyb Phoenix


    Backup Drive
    DNA Lock
    Hardened Circuitry
    Homebrew Large Hardware: <hardware name>
    Homebrew Medium Hardware: <hardware name>
    Homebrew Small Hardware: <hardware name>
    Insulated Wiring
    KRASH Barrier
    Range Upgrade


    Homebrew Black-Ice: <program name>
    Homebrew Program: <program name>
    Poison Flatline
    See Ya
    Speedy Gonzalvez


    Punk Journal understands clothes and accessories as a pairing of a fashion style and the item in question. Each fashion category also has an option for an outfit, and a closet. An outfit provides top, bottoms, footwear, jacket, jewelry, and mirrorshades of the approprite fashion. The closet option provides four tops, two bottoms, footwear, and a hat. These are automatically placed in the location 'Closet'.


    Gang Colors Top
    Urban Flash Mirrorshades
    Generic Chic outfit
    Asia Pop closet


    • Bag Lady Chic style
    • Gang Colors style
    • Generic Chic style
    • Bohemian style
    • Leisurewear style
    • Nomad Leathers style
    • Asia Pop style
    • Urban Flash style
    • Businesswear style
    • High Fashion style

    Clothes and Accessories

    • Top
    • Bottoms
    • Jacket
    • Footwear
    • Jewelry
    • Mirrorshades
    • Glasses
    • Contact Lenses
    • Hat


    EMP Threading
    Light Tattoo: <? location>
    Shift Tacts


    AV-4 Multipurpose Aerodyne
    AV-9 Super Aerodyne
    Cabin Cruiser
    Compact Groundcar
    High Performance Groundcar
    Super Groundcar

    Vehicle Upgrades

    AV-4 Engine Upgrade
    Armored Chassis
    Bulletproof Glass
    Combat Plow
    Communications Center
    Deployable Spike Strip
    Ejection Seats
    Enhanced Interface Plug Integration
    Heavy Chassis
    Housing Capacity
    Hover Upgrade
    Onboard Flamethrower
    Onboard Machine Gun
    Onboard Melee Weapon: <Weapon name>
    Onboard Rocket Pod
    Seating Upgrade
    Security Upgrade
    Smuggling Upgrade
    Vehicle Heavy Weapon Mount


    Cryopump Charge
    Extreme Therapy
    Standard Therapy

    Who are the fashion police, and why are they messing with my character?

    The Fashion Police are a globally franchised street gang that wander the streets in the time of Red, harassing and robbing people they consider unfashionable.

    If a character does not spend all of their starting fashion allowance, the Fashion Police will mug them and take whatever funds they did not spend. They leave the victim with a formal written citation when they do this. In rare cases where someone has spent their clothing budget on toys, the Fashion Police will become homicidal.

    It is difficult to avoid the Fashion Police entirely, and it is expected that most characters will show a ticket in their bank ledger. To avoid spending a character's fashion allowance on toys, it is recommended that you buy clothes and fashionware first.

    How do I add gear not in the system to my character sheet?

    The tiny, small, medium, large, very large, and extra large thing items can be added to a character's inventory with the found command. They cannot be bought since PJ doesn't know how much they cost, but you can use the cash command to debit your character's bank account.

    found tiny thing: mystery chip       # mass .1g
    found small thing: tablet computer   # mass .5g
    found medium thing: wine bottle      # mass 1g
    found large thing: bowling ball      # mass 10g
    found very large thing: sand bag     # mass 20g
    found stationary thing: pool table   # mass 100g

    How do I add homebrew programs and hardware to my cyberdeck?

    The homebrew progam and homebrew black-ice options allow you to add custom software to a cyberdeck. The homebrew small, medium, and large hardware items allow you to add customer hardware taking 1, 2 and 3 option slots respectively. All of these items work in a fashion similar to the thing items for adding basic gear not in the system.

    	buy excellent cyberdeck
    	tag cyberdeck as mydeck
    	found homebrew program: Zappy bolt
    	attach Zappy bolt to mydeck
    	found homebrew medium hardware: touchscreen
    	attach touchscreen to mydeck

    I see my skill chip in my chip library, but it is not showing up in the skills section.

    Unlike other cyberware, skill chips must be slotted after they are purchased but before they are used. Use the slot command to place the chipware in an open chip socket.

    buy pain editor
    slot pain editor

    How do I untag an item, or remove attachments?

    How do I remove a skill chip?

    There are no commands to untag an item or remove it's attachments. Likewise, there are no commands to remove a slotted skill chip. Just delete the tag and attach commands from the character record.

    How can I create a Streetrat or Edgerunner character?

    The software only supports complete builds. In most cases this is the most advantgeous option for a player.

    I want to roll for humanity loss, rather than take the average.

    I want to use the Techs ability to reduce the humanity loss on a piece of cyberware.

    Use the humanity command to adjust your humanity up or down as appropriate before adding the cyberware.

    How do I create NPCs and Goons that have more or less points for stats and skills than player characters?

    Use NPC Mode, as described in the manual.