Probably Stolen Perks: All 48 Starting Perks Explained

Quick answer

Starting perks unlock after your first run. Spend at most 3 net points across 4 slots; negative perks refund points but still occupy slots. One example is Savings + Diplomatic + Lucky + Bad Lease: 3 points and 4 slots. Bad Lease adds 40 to starting rent, so keep cash for the bill. Colorful Character adds 3 slots and itself costs 1 point.

The Starting Perks selection screen with available and selected perk icons in Probably Stolen
The Starting Perks screen: pick negative perks to earn points for positive ones; some perks are mutually exclusive. Official Steam screenshot · © Questing Goose Studio / tinyBuild

How perk points work

RuleValue
AvailableFrom your second run (disabled on the first)
Point budgetNet cost of 3 or less
Slots4 perks (+3 with Colorful Character)
Negative perksGive points back but still take a slot
ConflictsSome pairs are mutually exclusive — the screen blocks them

Positive perks

PerkCostEffect
Savings1+150 starting Credits
Model Citizen1+30 Security reputation; +50% Wanted List rewards
Well Connected2+15 with every faction
Sycophant1+15 Upper Levels; +25% Upper Levels gains; their customers carry 10% more budget
Vigilant2Skips ordinary insurance theft
Sawyer’s Crew1Underground Exchange introduction on Day 1; free ordinary cleaning
Diplomatic2+33% reputation from trades
Intimidating2Recorded crime ×0.67
Secret Admirer1Galaxy Blend gift on Day 2, then rising gift chance
Welfare Program1Commissary open from the start; possible Monday Food Stamps
Proficient Scavenger1+2 searches per Dumping Grounds visit
Revolution Sympathizer1+25 Revolution
Tapehead1Seven worn player cassettes
Wild’s Favorite1Wild’s Network upgrades 10% cheaper; insurance 50% cheaper
Lucky1+5 base luck
Handy1Worn four-slot toolbox with four worn tools
Tinkerer120% material-saving chance on supported upgrades; does not apply to all recipes
Vending Machine2Vending machine out front makes sales after hours
Short Sleeper1Going out at night no longer costs a customer
Working Pipes2Unlocks the Gutterflow and Rustwater taps

Negative perks

PerkPoints backDrawback
Bad Lease1Starting rent +40
Convict1−30 Security; −25% Wanted List rewards
Awful Negotiator3No normal bargaining; worse buy/sell prices
Public Enemy2−15 with every faction
Side Street1One fewer ordinary customer; combined allowance stays within 0–6
Nicotine Addiction1Market buy +8 / sell −8 while its counter is at least 3
Narcotic Addiction1Market buy +8 / sell −8 when both consumption and relief counters are at least 3
Alcohol Addiction1Market buy +8 / sell −8 while its counter is at least 3
Blackmail2Monday demand: 40 + internal day; refusal/arrest removes the perk and costs −30 base Lower/Upper/Security/Revolution standing
Blabbermouth2Crime ×1.33; Black Market and Revolution gains halved
Minimalist2Main inventory 20 × 10 instead of 24 × 10
Ascetic4Main inventory 16 × 10
Sentinel Collapse Disorder3Collapse accumulates from night 7; at 20 the run ends. Immunin does not erase the accumulated pool
Agoraphobia1Must rest 2 nights at the shop after going out
Banned from the Commissary1No Commissary, no Food Stamps
Maimed2No Dumping Grounds scavenging
Gambling Addiction1Can auto-buy tickets and scratchers, subject to cash/count checks; unlocks lottery immediately
On Wild’s Bad Side1Network upgrades 10% dearer; insurance 50% dearer
Unlucky1−5 base luck
Illiterate1Cannot read guides or books
Degenerative Osteoarthritis1Lose scavenging attempts each week after week one
Known Snitch2−10 Revolution and Black Market; wanted-poster effects

Neutral perks

PerkCostEffect
Colorful Character1+3 perk slots
Makeshift Reactor1Off the grid: immune to blackouts, powered by a Makeshift Micro Nuclear Reactor (neglect it and it melts down)
Hoarder0Starts with three junk piles to clear
Careful Scavenger0Two fewer searches, but no scavenging injuries
Aug Menace1Augs from Day 1; +25% per correct kill; Augmented ending on every difficulty
Prime Real Estate0+1 customer per day; +75 starting rent

Three example starter builds

BuildPerksNet pointsSlotsTrade-off
Cash and reputationSavings, Diplomatic, Lucky + Bad Lease34+40 starting rent
Network traderWild’s Favorite, Well Connected + Unlucky23−5 base luck
Water sellerWorking Pipes, Savings + Bad Lease23+40 starting rent; treatment gear still needed
Keep in mind

These are combinations inferred from the listed effects, not tested win rates. Check the in-game screen for conflicts before confirming. Adding a negative perk to fund a positive one uses two additional slots.

Common questions

Why can I not pick perks?

Perk selection is disabled on your first run. It unlocks for later starts.

How many perks can I take?

Up to 4 perks with a net cost of 3 points or less. Colorful Character raises the slot limit by 3.

How should I compare negative perks?

Bad Lease gives 1 point for +40 starting rent; Unlucky gives 1 point for −5 base luck. Choose the cost your run can absorb. Both still use a slot, and neither is automatically harmless.

Sources & version notes

Community game-text research. Sources reviewed October 31, 2026. This guide does not claim an independent in-game test.

  1. Nico Wiki: starting perks

    All 48 perks with costs and effects, point and slot limits. Release game text.

  2. Steam store screenshots

    Starting Perks screen and a Buyout summary listing Savings among chosen perks.

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