Probably StolenLower Level, Sector 14 · Update 049
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Systems

Probably Stolen systems guide

Twelve systems hold the shop up, and this is the guide to each one: what it covers, the values read off the screen, and the items and contacts attached to it.

How to use this section

Site narration

Every system page prints the game's own wording first, then the values that were read off the screen, then the items, perks and contacts attached to it. A number the sources do not support is left out rather than filled in.

A run touches most of these at once: an inspection costs stock and reputation, a machine pays the rent, and a customer who is an aug can end a run outright.

A value is printed only where a source supports it. Where the game fills one in at run time, the entry uses a broad description rather than an estimate.

The twelve systems

  • Animals & husbandryRats are the station's cheap protein. This system covers catching them, feeding and breeding them, reading their genes, and harvesting the meat.6
  • Augs & the rogue AIA rogue AI rides inside brain implants and its hosts mimic ordinary customers. This system covers the tells, the scanner that confirms them, the…9
  • Contraband, inspections & raidsThere are four tiers of contraband, and random inspections that end in a seizure, a fine or the brig. This system covers what is illegal, how…5
  • Events & the newspaperEvents move the market and the night log reports what happened while the shutters were down. This system covers the daily newspaper, the price…6
  • Reputation & factionsSix reputation tracks watch the counter. This system covers who they are, how reputation is gained and lost, and the perks that open up or close…4
  • Haggling, blackmail & threatsEvery offer opens a haggle. This system covers how bargaining moves faction reputation, what refusing or threatening does, and which of those…5
  • Machines & production chainsMachines run overnight on energy and turn raw supplies into goods. This system covers the production chain: the furnace and its modules, the…5
  • Modules & loadout planningModules slot into machines and change how they perform. This system covers the three stats, the module effects that trade one for another, the…6
  • Perks & progressionStarting perks bend a run before it begins; reputation perks bend it as it goes. This system covers where each set comes from and what it changes.5
  • Rent, customers & running the shopRent arrives every week and customers walk in every day. This system covers the lease, the Landlord's terms, the buyout, and the store qualities…6
  • Trading, appraisal & counterfeitsBuying, selling, appraising and relabelling sit in one loop. This system covers the negotiation counter, the paid appraisal service, the condition…7
  • Water, filters & purityClean water is the station's scarcest resource. This system covers the purity grades, the filters, tablets and UV lamps that lift them, the…7

Common questions

How many systems are in Probably Stolen?

Twelve are written up here, from the lease and the rent to modules, contraband, factions and the aug scanner.

Do the systems affect each other?

Yes. Reputation decides who deals with you, inspections decide what you keep, and the machines decide what you can sell.

Where do the values on a system page come from?

From the game's own strings, or from a screen where the game prints them; a value that exists only at run time is described broadly.