Chapter 5
Stats
What Flesh, energy, heat, rep, implant load and corp affinity each do.
Flesh
Flesh is your physical condition. It drops when you get hurt and doesn't grow back on its own; you have to go get patched up. Failing risky field runs or street work gets you hurt, and surgery rejection costs Flesh too. Below 30 Flesh, you can't take field runs.
Energy
Everything you do costs energy. Study costs less, and life actions cost nothing. Energy recovers over time, faster the better your home tier and address grade, and sleeping it off tops it up a little. Once it's full it stops recovering, so don't let it sit idle.
Heat
Heat is how closely the Greycoats (Civic Security) are watching you. Each point lowers risky checks by 0.2%. At 20 heat, the Greycoats will stop you on the street for a sweep.
Street work, some field runs and events raise heat, and a black-market install is +10. Heat doesn't drop on its own: going dark for a night is −5, and a few event cards can lower it too.
Rep
Rep is whether the street knows your name, and it comes in 5 levels. Your Rep Lv decides how many task slots you have; from Rep Lv2 you can get into the black market; and every level raises your credit limit. Street work, field runs, route jobs and some events raise rep. It's separate from your life level.
Implant load
Every implant has a load, and the loads of everything you have installed add up to your implant load. Humanity cap = 100 − load. Lightweight traits, Neural Fit and some corp sets reduce load.
Corp affinity
You have a separate affinity with each of the four corps. It decides which grades you can buy at that corp's implant shop, and how big your discount is. Working for a corp and spending with it both raise it, up to a weekly cap per corp. The grade thresholds are in the Quick reference.