Keep your character notes in plain text. Get beautiful, detailed character sheets. Let the software do the math.
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.
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.
Delilah Starting Fixer ![]() |
Simple starting characters. Extra languages from the Fixer Role. Martial arts. |
Build Record Character Sheet |
Doc MedTech ![]() |
Choosing MedTech sub-abilities. Learning and making pharmaceuticals. Earning and spending IP. |
Build Record Character Sheet |
Major Solo/Netrunner ![]() |
Gun attachments. Netrunning, installing hardware and software into a cyberdeck. Skill chips. |
Build Record Character Sheet |
KJam Nomad/Techie ![]() |
Multi-classing. Choosing Techie sub-abilities. Tech Upgrades for gear. Nomad Vehicles and their upgrades. |
Build Record Character Sheet |
Carl Exec ![]() |
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 |
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.
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.
The first (non-comment) line of a character file is always the name of the character.
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.
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.
Example:# This character is for the Friday night game Ms. Example MediaExample:
sell very heavy pistol drop kevlar helmet remove cyberarm: left
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.
Example:body 5 ref 2 will 7 emp 5 brawl 2 handguns 6
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.
Example: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.
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.
A complete list of other commands and their syntax can be found in the Command Reference.
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.
Example: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.
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.
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 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 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.
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.
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.
Example: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.
Example: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
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.
Example:buy cyberarm: left buy cybereye: right buy cyberleg: left
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.
Example:buy interface plugs: wrist buy interface plugs: neck buy light tattoo: tramp stamp buy light tattoo: bicep
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
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.
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 optionsleft 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 Optionsbuy anti-dazzle buy virtuality: 24
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.
Example:buy skill chip: accounting buy skill chip: martial arts: karate slot skill chip: martial arts: karate
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.
Example:tag spare cyberarm as sparearm buy cyberarm medscanner: sparearm swap left arm for sparearm
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.
Example:date 2045-02-01 adventure 60 Red Chrome Cargo $2500 Red Chrome Cargo payment and loot -$1100 Rent for Feb. improve medicine improve surgery
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.
Example:#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.
Example: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.
Example: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 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.
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 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>.
#Gorilla 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.
Example:curl -X POST --data-binary "@Mycharacter.txt" -H "Content-Type: application/punkjournal" https://app.rpgtools.info/punkjournal/character/json
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.
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.
On the first line of the file, enter your character's name. On the second line, enter the character's role.
Ms. Example Media
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.
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
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.
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
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
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
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.
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
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.
Techsimprove field expertise improve upgrade expertiseMedTechs
improve Pharmaceuticals learn speed heal make speed heal #pay to make a few doses
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
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
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.
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.
Your Done! Save the file and upload it to Punk Journal to get your character sheet.
Initial Build Commands | |
CHARACTER NAME |
The first command in the file is always the character's name. |
ROLE 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. |
npc | 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. |
mook | 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. |
animal | 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. |
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
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.
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
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
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
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.
The software only supports complete builds. In most cases this is the most advantgeous option for a player.
Use the humanity command to adjust your humanity up or down as appropriate before adding the cyberware.
Use NPC Mode, as described in the manual.