Chapter 12
Quick reference
The numbers below are read straight from the game's rule data. When the rules change, this page changes with them.
Homes
| Home | Weekly rent | Energy recovery | Humanity recovery |
|---|---|---|---|
| Capsule pod | ₡50 | ×0.8 | ×0.8 |
| Shared room | ₡200 | ×1 | ×1 |
| Apartment | ₡800 | ×1.2 | ×1.1 |
| Penthouse suite | ₡5,000 | ×1.5 | ×1.2 |
Address grades
| Grade | Rent multiplier | Energy recovery | Crisis cards |
|---|---|---|---|
| 1 | ×1 | — | — |
| 2 | ×1.15 | +5% | −10% |
| 3 | ×1.32 | +10% | −20% |
| 4 | ×1.52 | +15% | −30% |
| 5 | ×1.75 | +20% | −40% |
Moving up one address grade costs a move-in fee equal to 4 weeks of rent.
Humanity
- Warm ≥ 70: Social checks +5%. Dissociated < 30: Social −10%, Tech +5%.
- Loneliness: starts 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.
- Breakdown: for 48 hours after Humanity hits 0, you can't take regular jobs, field runs or street work. After that, it returns to 15.
Skill XP
| Level | Total XP |
|---|---|
| Lv1 | 100 |
| Lv2 | 300 |
| Lv3 | 600 |
| Lv4 | 1,000 |
| Lv5 | 1,500 |
| Lv6 | 2,100 |
| Lv7 | 2,800 |
| Lv8 | 3,600 |
| Lv9 | 4,500 |
| Lv10 | 5,500 |
Life level and titles
| Level | Points needed | Title |
|---|---|---|
| Lv0 | 0 | Newcomer |
| Lv4 | 1,000 | Neighbor |
| Lv8 | 3,600 | Regular |
| Lv12 | 7,800 | Old Hand |
| Lv16 | 13,600 | Mainstay |
| Lv20 | 21,000 | Celebrity |
Points = all skill XP + reputation × 2.
Reputation level and task slots
| Reputation Lv | Reputation needed | Task slots |
|---|---|---|
| Lv1 | 0 | 2 |
| Lv2 | 100 | 2 |
| Lv3 | 500 | 3 |
| Lv4 | 2,000 | 3 |
| Lv5 | 10,000 | 4 |
Fate Cards
- Free draws per day: 1. Turn over three cards and pick one.
- Drawing again costs 30 energy. Extra draws per day: up to 3.
- Check: roll 1–100; a roll of 101 − success chance or higher succeeds. Success chance is capped at 5%–95%.
- 96–100 is a critical success and 1–5 a critical failure (for now, only the text changes).
- Each point of heat lowers your success chance by 0.2%.
Implant shops
| Grade | Affinity needed |
|---|---|
| Civilian | ≥ 0 |
| Corporate | ≥ 20 |
| Military | ≥ 50 |
Every 10 affinity takes 1% off, up to 10%.
Install surgery costs 10% of the price, removal costs 5%; every surgery costs Humanity −2.
Each Medical level lowers rejection risk by 5% (relative), down to a floor of 1%.
Firmware costs 2% of the price each week.
Debt and the Charter Floor
- Weekly interest: installments 1%, loan sharks 3%, arrears 1%.
- Arrears 14 days overdue put you in collections; at 28 days overdue, you land on the Charter Floor.
- On the Charter Floor you get ₡40 a day.
- For your first 14 days you get ₡30 a day in newcomer aid.