Nullport

Chapter 6

Humanity

How much of you is still human, what each band does, loneliness and breakdown, and how to get it back.

What Humanity is

Humanity is how much of you is still human. Its cap = 100 − implant load: the more you install, the stronger you get, and the further you drift from being human. Installing or removing any implant takes surgery, Humanity −2 each time; some jobs and events also cost Humanity.

Four bands

Humanity falls into four bands, and they affect your checks.

Warm (70 and up): people trust you more. Social checks +5%.

Steady (30–69): no modifiers.

Dissociated (below 30): you drift toward machine. Social checks −10%, Tech checks +5%, and dissociation events start happening.

Breakdown (0): see the next section.

Breakdown

When your Humanity hits 0, you break down: for 48 hours you can't take regular jobs, field runs or street work, only study and life actions. After that, Humanity returns to 15.

Loneliness

Go too long without talking to anyone and your Humanity slowly drains: starting 48 hours after you last talked to someone, −2 a day, down to 40 at the lowest. Your first 7 days after you boot up don't count.

Calling an old contact counts as talking to someone and restarts the loneliness clock. Once you make friends, visiting each other counts too.

Getting it back

Life actions restore Humanity: grab a bowl, take a shower, watch the city channel, call an old contact. Each has its own cooldown. The better you live, the faster you recover (the multiplier for each home tier is in the Quick reference), and some traits, yours or your implants', speed it up too. Some Fate Cards also offer choices that help you feel human again.