Probably Stolen Guide

Best Starting Perks & Every Perk Explained

Updated · Basics

Quick answer

You start with 3 points and 4 perk slots; negative perks give extra points. The perk screen has a second tab (that's why some guides count 36 perks and others 48). Players' favourite core: Vigilant (2 points — never robbed at night, so no theft insurance) + Sawyer's Crew (1 — Underground Exchange from day one and no janitorial fee), plus Colorful Character (1 — +3 slots) to fit more. Avoid Sentinel Collapse Disorder on a first run — the developers say so themselves.

The Starting Perks screen with available and selected perks
Starting Perks screen. Screenshot © Questing Goose Studio / tinyBuild (official Steam store media)

How perks work

Per-perk numbers below come from allthings.how and a fan wiki that agree with each other ⚠️; the “players say” notes are from Steam threads.

Positive perks

Perk Cost Effect Players say
Vigilant 2 Never robbed at night “Hands down the best perk”
Diplomatic 2 +33% reputation from trades —
Intimidating 2 Crimes leave 33% less evidence —
Vending Machine 2 Start with a vending machine out front —
Well Connected 2 +15 reputation with every faction —
Working Pipes 2 Water lines connected; unlimited Rustwater Good for a water start (water)
Sawyer’s Crew 1 Underground Exchange from the start; no/cheaper janitorial fee Core of most builds
Colorful Character 1 +3 perk slots Take it whenever you want 5+ perks
Aug Menace 1 Augs from day one; +25% credits per Aug kill. Too many missed Augs ends the run Hard-mode money maker (Augs)
Model Citizen 1 +30 Security rep; +50% bounty rewards Pairs with reporting (wanted list)
Proficient Scavenger 1 +2 searches per Dumping Grounds visit —
Short Sleeper 1 No lost customers when you go out after hours Weaker in 1.0
Tinkerer 1 20% chance an upgrade keeps its material —
Secret Admirer 1 Random gifts some mornings One player got an addiction-cure injector
Handy 1 Shabby toolbox and tools —
Lucky 1 +5 luck Weak
Makeshift Reactor 1 Off-grid power, immune to blackouts; needs repairs Neglect it → Meltdown ending
Revolution Sympathizer 1 +25 Revolution rep, more requests —
Savings 1 +150 starting credits —
Sycophant 1 +15 Upper Levels rep —
Tapehead 1 Every music cassette —
Welfare Program 1 Commissary from the start —
Wild’s Favorite 1 Wild’s Network upgrades −10% —
Careful Scavenger 0 2 fewer searches, but no injuries Pair with Proficient Scavenger
Hoarder 0 3 debris piles in your inventory —
Prime Real Estate 0 +1 customer a day; starting rent +75 —

Negative perks (give points)

Perk Points Effect
Ascetic +4 Much smaller inventory
Sentinel Collapse Disorder +3 Weekly Immunivax or game over — not on a first run
Awful Negotiator +3 No bargaining, trade penalty
Blackmail +2 Weekly fee or reputation loss
Blabbermouth +2 More evidence, smaller faction gains
Known Snitch +2 Wanted criminals stop visiting
Maimed +2 No scavenging — also locks you out of Serpico’s story
Minimalist +2 Smaller inventory
Public Enemy +2 Lower starting standing with factions
Agoraphobia +1 Rest 2 nights at the store after each outing
Alcohol / Narcotic / Nicotine Addiction +1 each 8% trade penalty unless you keep using
Bad Lease +1 Starting rent +40
Banned from the Commissary +1 No Commissary, no food stamps
Convict +1 −30 Security rep, smaller bounties
Degenerative Osteoarthritis +1 Scavenging limit drops every week
Gambling Addiction +1 Auto-buys lottery tickets — costly in 1.0
Illiterate +1 Can’t read any guide
On Wild’s Bad Side +1 Higher Network and insurance costs
Side Street +1 −1 customer a day
Unlucky +1 −5 luck

Builds players win with

Build Perks Why
Safe first build Vigilant + Sawyer’s Crew No theft insurance, no janitorial fee, Exchange income early
Bigger safe build Colorful Character + Vigilant + Sawyer’s Crew + Diplomatic, paid for with Blackmail / Public Enemy The common “point sink” negatives are cheap to live with
Rock Bottom on Thin Margins (won on Day 112) Aug Menace + Model Citizen + Short Sleeper Scavenge at night, shoot Augs and report criminals for early cash
Injury-free scavenger Proficient Scavenger + Careful Scavenger +2 and −2 searches cancel out, but you never get hurt

FAQ

What is the best perk in Probably Stolen?

Most players say Vigilant: you're never robbed at night, so you can skip theft insurance entirely. It costs 2 of your 3 starting points, so pair it with Sawyer's Crew (1) or take a cheap negative perk for more points.

Why can't I pick starting perks?

Starting perks aren't available on your first run (allthings.how). Finish or end one run and they unlock.

How many perks are there?

There's no official list. allthings.how counts 36 on the perk screen; two fan wikis list 48. A Steam player pointed out a second tab to the right with more perks, and several of the 'extra' 12 (Sentinel Collapse Disorder, Blackmail, Public Enemy, Ascetic) show up in players' builds — so 48 is most likely right.

Which negative perks are safe to take?

Players like Blackmail ('barely 50–100 credits a week'), Public Enemy, Side Street (−1 customer a day) and Alcohol Addiction (keep beer around). Avoid Gambling Addiction (it auto-buys lottery tickets and got more expensive in 1.0), Maimed (no Dumping Grounds — it also blocks Serpico's storyline) and Sentinel Collapse Disorder.

Is the Lucky perk worth it?

Barely — it's about +5 luck. For the scratcher Jackpot, Georgio's Liquid Luck matters far more.

Related guides

Sources

Checked against the current version on · Medium confidence — consistent community reports, not officially confirmed. Spotted something outdated? Tell us.

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