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Best Perks - Probably Stolen Guide - IGN

After you complete your first run in Probably Stolen, a list of perks becomes available to you when you start a new game. There are multiple positive and

· 1,438 words· updated October 30, 2026 at 05:29 PM

After you complete your first run in Probably Stolen , a list of perks becomes available to you when you start a new game. There are multiple positive and negative perks, giving you the opportunity to pick up to four different ones, granted you use the set amount of points you have. Some of these perks stand out as notable options, and are some we highly recommend that you can use when you play. In this guide, we'll be covering the best perks you can get in Probably Stolen.

You can pick up to four perks (unless you get the Colorful Character, and then you can add up to three more). However, you cannot exceed the three-perk-point limit, meaning you do have to accept negative ones, or ones that are worth zero. The negative perk points typically come with a difficulty, making your gameplay harder to some degree.

These are some of the best perks that you can get in Probably Stolen. Some of these perks are negative, but the downsides you get from them are not too bad, depending on your playstyle.

Agoraphobia limits the number of times you can go out. If you go out once, you have to wait two days before you can go out again. This is for any outside activity. As a negative trait, it does give you a plus one to your perk points, which can be an exceptionally good one.

Although the negative does prevent you from visiting any of the outdoor locations, it's not entirely horrible, especially if you plan your trips accordingly. You don't always have to go to these locations, as they are optional. If there are other traits you want to grab for your run, getting this one as a negative choice is a good offset to everything else.

Convict is a negative trait that you start with negative 30 Security reputation, and you receive 25% less reward whenever you turn in anyone from the Wanted List. Starting out on the Security's bad side can be tough, but it's not horrible, especially if you're not planning to go out of your way to be difficult toward them. You'll get one additional perk point for choosing this option.

If you're starting as a Chemist , or someone who will be doing multiple illegal activities, grabbing this one might not be a good idea. But other starting professions might appreciate this, such as any of the more legal ones, or if you're planning on doing illegal activities later in your playthrough. When you're negative with the Security, they might perform more searches at your vendor, so make sure to have a Smuggling container to hide from them.

Diplomatic is a positive perk and gives you 33% more reputation when conducting trades. Because of how beneficial this option is, it costs two perk points, and it's hard to beat it.

Reputation with the various factions can take you a long way through your playthrough. You'll be able to get on a side's good side far faster with this, especially as you make positive trades and barters with them. For anyone who is consistently making products or selling to a specific side, Diplomatic is fantastic.

Hoarder is a neutral perk, where you get zero points for having it. It does not take away anything from you, other than taking up one of your four starting perk slots.

With Hoarder, you start with three different piles of junk that are stuck in your shop's inventory. These are fairly big and limit how many items you can have in your shop. However, you can pick away at these piles as time, such as taking away one piece at a time from the smaller piles if you don't go out at night to earn items. One of the larger ones does require tools to remove, but once these are gone, you'll get the items from them, and you won't have to deal with them anymore. It's a good choice for anyone who's planning to focus on materials and items.

Intimidating is a positive perk that requires you to spend two perk points to have it. With it, any crime you commit gives the Security 33% less evidence.

It'll be harder for the Security to build a case against you if they don't like you on the station. For anyone who's looking to perform illegal activities, such as selling drugs, weapons, or any type of contraband, this is a good way to make it harder for the Security to apprehend you.

Maimed is a negative perk that gives you an additional perk point. With it, you won't be able to visit the Dumping Grounds when the night activities start, preventing you from visiting this location.

For anyone who doesn't plan to head there to gather random materials or loot items that others talk about, it's not a huge loss. The Dumping Grounds can be a mildly beneficial place, but if you're focusing on certain activities at your vendor, going out might not be as good an option if you can stay inside and get another customer the next day. Maimed is a good way to benefit from this choice of never visiting the Dumping Grounds.

Sawyer's Crew is a positive perk that you can get for one perk point. The Underground Exchange group is available to you immediately, and it doesn't cost anything to get the Janitorial service at night, except if your shop is vandalized at a reduced cost.

This is a great all-around perk for any player in Probably Stolen. It cuts down the nightly costs you normally expect to pay, and you keep all of the benefits for it. Plus, if something does happen, like vandalism, it doesn't cost as much.

Short Sleeper is a positive perk that you can get for one perk point. With it, whenever you go out at night, you'll be able to get up early enough that you don't miss out on that one customer you normally lose.

The Short Sleeper perk is a good one for those who plan to reliably use the nighttime activities (not someone who's using the Maimed perk). If you're planning to frequent the Dumping Grounds as often as you can, this is a great option.

The Sycophant is a positive perk that you can get for one perk point. You now start with a 15 plus bonus to the Upper Levels Reputation faction, and you gain 25% more reputation with them whenever it happens. They also have 10% more of a budget.

For anyone who wants to regularly sell to the Upper Level citizens who come through, this is a great way to capitalize on their arrival. You might always be able to predict when they're going to arrive, or what they want, but when they do come through, expect to make a lot of money. Given their frequency, this can be good for anyone crafting items in their shop.

The Vending Machine is a positive perk that you can get for one perk point. You start with the Vending Machine across from your store, and you can sell items there to customers at night.

If you feel that you want to expand the number of customers who can buy from you, adding the legal items to this vending machine is a good way to make sure it gets to them at all times of the day. You do have to maintain it, though, which can be challenging, but it becomes easier as time goes on.

Wild's Favorite is a positive perk that you can get for one perk point. All of Wild's upgrades cost 10% less, and insurance costs 50% less every night.

Wild's upgrades are great to get in the early game, but you don't need them as often as you progress. Still, not having to spend as much money upfront is always good, plus lowering the price of insurance is a great bonus if you don't want to ever lose your items at night. Especially if you're using a vending machine!

Working Pipes is a positive perk that you can get for two perk points. You start out with a water line directly in your shop, and you can get Rustwater from it.

For those who are planning to start off as a Water Merchant, this is a great way to have a reliable supply on hand from the start. You do have to clean and filter this water, which does cost money. But the eventual benefits from this can be fantastic if you capitalize on this early and get customers in when there's a water shortage.

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Friday, October 30, 2026

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