Reference
Probably Stolen perks list
The Probably Stolen perks list in this build: every starting perk, with the effect the game itself prints for it.
How to use this section
Site narration
Perks are chosen at new game, and some are challenge runs on their own. The effect column is the game's own description.
Starting perks are chosen together with a scenario, and a few exist for challenge runs — the effect column is the game's own description, not a summary.
Perks that fire during a run come from reputation instead; the reputation perks page collects those by track.
All starting perks
| Perk | Effect |
|---|---|
| Agoraphobia | You are unable leave the Store to visit any after-hours locations. |
| Alcohol Addiction | You will suffer a trade penalty of a percentage if you don't consume alcohol regularly. The addiction can be cured. |
| Vigilant | You will never get robbed during the night. |
| Bad Lease | Your starting rent is increased by a number of credits. |
| Blabbermouth | All committed crimes generate a percentage more available evidence. You will gain 50% less reputation with the Black Market and the Revolution. |
| Blackmail | You have a questionable past and a blackmailer is threatening to expose your secret. You will have to pay them a small weekly fee or they will expose you, leading to a major one-time loss to your reputation across most factions. |
| Colorful Character | Allows you to have additional starting perk slots. |
| Convict | Start with some additional Security Reputation and will receive a reduced reward for reporting customers on the Wanted List. |
| Debt | Start with an additional 200 Credits. |
| Degenerative Osteoarthritis | Scavenging in the dumping ground works normally for the first week. After that, you lose 1 max scavenging attempt every week that passes. Once your max attempts fall below a value, you can no longer scavenge at all. Normal shopkeepers start with a limited number of daily attempts. Start with some additional topical bandages. |
| Diplomatic | Reputation generated from trade is increased by a percentage. |
| Expedition Organizer | You can hire certain characters and organize expeditions. Unlock Expedition content from the start along with a Hireling. |
| Experienced Chemist | You can see the exact current total volume in any container. |
| Gambling Addiction | You will always buy some Lottery Tickets when possible. All lottery content is unlocked from the start. The addiction can be cured. |
| Illiterate | You won't be able to read any guide. |
| Intimidating | All committed crimes generate a percentage less available evidence. |
| Known Snitch | Customers from the wanted poster will never visit your store. Start with a certain amount of reputation with the Revolution and the Black Market. |
| Loan | Start with an additional 200 Credits. |
| Minimalist | Your main inventory is reduced 20x10 instead of 24x10. |
| Model Citizen | Start with some additional Security Reputation and will receive a percentage more reward for reporting customers on the Wanted List. |
| Narcotic Addiction | You will suffer a trade penalty of a percentage if you don't consume narcotics regularly. The addiction can be cured. |
| Nicotine Addiction | You will suffer a trade penalty of a percentage if you don't consume nicotine regularly. The addiction can be cured. |
| Prime Real Estate | 1 more normal customer will visit everyday but starting rent cost a value credit more. |
| Proficient Scavenger | You can perform up to 2 additional Search actions in the Dumping Grounds every time you visit. |
| Revolution Sympathizer | Start with an additional a value Reputation with The Revolution. You will receive Marketplace Requests from The Revolution more frequently. |
| Savings | Start with an additional a number of credits. |
| Sawyer's Crew | The Underground Exchange is available from the start. Janitorial Service is always free, unless the Store is vandalized. Vandalism clean up cost is significantly reduced. |
| Secret Admirer | You will occasionally receive random items from a secret admirer when opening the Store. |
| Sentinel Collapse Disorder | You suffer from a deadly, incurable auto-immune condition and must take a weekly Immunivax injection to stay alive. Start the game with 1 Immunivax Injector. |
| Short Sleeper | You won't miss out on any customers when going out during after-hours activities the night before. |
| Side Street | You get one less random customer per day. |
| Speedy | You can visit up to 2 after-hours locations every night. |
| Tapehead | You start with all music cassettes available inside the cassette player. |
| Unsubscribed | You will not receive the daily newspaper that informs you about ongoing events. |
| Vending Machine | Start with a vending machine installed in front of your store. Allow customers to purchase items automatically during after-hours. |
| Welfare Program | The Commissary is available from the start. On Mondays, you may receive Food Stamps depending on your total wealth. |
| Well Connected | Start with an additional a value Reputation with all factions. |
| Working Pipes | You will start with the water lines already connected with unlimited Rustwater. |
Common questions
How many starting perks are there?
38 in this build, each with the game's own name and description.
When do I pick a perk?
At new game, together with the starting scenario.
Where are the perks that fire mid-run?
On the reputation perks page, grouped by the track that grants them.