NPCs
NPCs are allies you can interact with during the hallways between combat encounters that can help the player on their runs, and both Chuck and Rutger require spending currency at, so they end up being the only remaining use for XP & Tokens after all HUB Upgrades have been unlocked for your character. Both Rutger and Carl can give you downsides, where Chuck and Irene can only benefit you.
Chuck offers the player the ability to exchange Tokens for up to 3 Random Implants, and up to 40 Implant Level-Ups, though the cost for Implant Level-Up increases exponentially.
It is possible to get more than 3 Implants from Chuck if you encounter chuck multiple times in one run; his stock is refilled when you visit him again, but the prices are not reset but stay at what they were after your first encounter.
Both the cost of Random Implants and Implant Level-Ups scale based off of the Crisis Level.
On a new save, Chuck gives an Implant Scanner that gives the player the ability to detect Secret Passive Implants, and Chuck cannot be interacted with to spend Tokens like usual until the next run.
The Infobox displayed on the right (above on mobile) displays 3 tabs for Random Implant cost, and 10 tabs for Implant Level-Up cost.
Rutger offers the player the ability to exchange XP for random rewards that can range from Neuralboosts, increased Max Shields, and Credits, but also can debuff the player with reduced Max Shields, reduced Max Health, and can also just give nothing.
The XP cost starts at 100, and linearly increases by 100 after each spin. Unlike Chuck, the XP cost does not change on different Crisis Levels.
Carl offers both a strong buff and a strong debuff, but the debuff is temporary, and will only last the specified amount of combat encounters. No currency is required, and there are 3 available randomly-generated choices to pick from.
The debuffs can last for anywhere from 3 combat encounters to 5 combat encounters, and is chosen at random.
All buffs are affected by Crisis Levels, though only 2 debuffs are also affected by the Crisis Level.
The Infobox displayed on the right (above on mobile) displays 12 tabs for the various positive effects, and 7 tabs for the various negative effects.
Irene is the NPC that can remove the debuffs given by Carl if the player choosing something from Carl. Irene will show up in the hallway after the specified amount of combat encounters, and the door to exit the hallway will be locked until Irene is interacted with, instantly removing the debuff. If you have multiple active debuffs from selecting Carl's choices multiple times, than Irene will only remove the one debuff.
Irene is unique in that her spawning conditions are entirely dependent on Carl & having picked one of Carl's choices.