The best perks in Probably Stolen depend on how you plan to run your shop, but Sawyer's Crew, Diplomatic, Vigilant, and Proficient Scavenger are strong starting choices for different reasons. Intimidating is particularly useful for illegal trading, while Model Citizen rewards players who cooperate with Security. Choosing the right combination matters because some perks provide benefits throughout your entire run, while others only help when you're engaging with a particular mechanic.
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Best Starting Perks Ranked
Vigilant vs Diplomatic
Best Perks for Each Playstyle
Negative Perks to Watch Out For
Best Starting Perk Combinations
Best Starting Perks in Probably Stolen
For a first playthrough, I'd prioritize perks that make everyday shop management easier rather than choosing bonuses that only become useful in specific situations.
Some perks reduce operating expenses, others provide additional opportunities, and a few help manage the consequences of riskier activities.
| Perk | Main Benefit | Best For |
|---|---|---|
| Sawyer's Crew | Free janitorial service and early Underground Exchange access. | Overall utility and trading flexibility. |
| Diplomatic | Relationship-focused support for faction interactions. | Generalist shops dealing with multiple factions. |
| Vigilant | Security protection that reduces reliance on alarm and insurance arrangements. | Players prioritizing shop protection. |
| Proficient Scavenger | Two additional Dumping Ground searches. | Scavenging and material-focused starts. |
| Intimidating | Reduces generated criminal evidence by 33%. | Contraband and other risky businesses. |
| Model Citizen | Increases Credits earned from reporting criminals by 50%. | Security-focused playthroughs. |
Sawyer's Crew: Best Overall Utility Perk
Sawyer's Crew is my preferred general-purpose pick because its advantages aren't limited to a specific type of merchandise.
Free janitorial service removes a recurring expense, while early access to the Underground Exchange opens another way to obtain goods through item trades.
That combination is useful even if you haven't decided what kind of shop you want to specialize in.
Instead of spending additional Credits on janitorial service, you can reserve that money for stock, equipment, or other expenses.
The Underground Exchange also allows you to trade specific item combinations for rewards. Our Probably Stolen Underground Exchange Guide
Proficient Scavenger: Best for Gathering Materials
Proficient Scavenger provides two additional searches during Dumping Ground visits, making it particularly attractive for players who expect to scavenge frequently.
The important consideration is whether those additional searches fit your plans.
For a shop that regularly collects scrap, tools, and other materials, the extra opportunities can support an existing routine. For a player who rarely visits the Dumping Ground, the perk may provide relatively little value.
More searches also mean more potential exposure to scavenging injuries, so don't overlook the usefulness of bringing a bandage.
Intimidating: Best for Risky Trading
Intimidating reduces the amount of criminal evidence generated by 33%, making it an appealing option for a Fence or another character involved with illegal merchandise.
Update 049 improved the perk by reducing its cost from three starting points to two while increasing the evidence reduction from 25% to 33%.
That's a meaningful improvement for players who expect evidence generation to be a recurring concern.
However, it isn't automatically the best choice for a lawful trading business. If you rarely engage in activities that generate evidence, the perk's benefit is much less relevant.
Model Citizen: Best for Security Rewards
Model Citizen is designed for players who want to benefit from reporting criminals.
Its bonus was increased from 20% to 50%, making eligible reports more rewarding.
Unlike a general trading bonus, this perk only helps when you're taking the actions that trigger its effect. If you regularly cooperate with Security, it can complement that playstyle well.
If you're trying to maintain close relationships with criminal factions, though, the reputation consequences of reporting people still deserve consideration.
Vigilant vs Diplomatic: Which Perk Is Better?
Vigilant and Diplomatic are two of the more interesting choices for a first playthrough because both can help prevent problems, but they address different parts of the game.
Choose Vigilant for a More Protected Shop
Vigilant is the defensive option, offering protection that can reduce the need to invest in separate alarm and insurance arrangements.
This is appealing if you want fewer security-related concerns while learning the game's other systems.
However, the alternative is to develop your shop's Security standing and defensive equipment over time. That makes Vigilant potentially less essential once you've established other forms of protection.
Choose Diplomatic for Broad Faction Interaction
Diplomatic is the more natural choice for someone expecting to deal with several factions throughout the run.
Relationships affect different customer interactions, and maintaining useful faction standing can matter across multiple activities.
The perk also received a correction to an issue where it could amplify reputation losses, making older descriptions of its disadvantages less dependable.
I'd lean toward Diplomatic for a generalist Apprentice playthrough, particularly if you enjoy trading with different groups rather than concentrating on shop security.
Neither perk is universally better. Vigilant addresses protection, while Diplomatic fits a more relationship-focused strategy.
Best Perks for Each Starting Playstyle
One useful way to choose starting perks is to look at which activities you'll repeat most often. A perk used throughout your entire run can provide more value than a powerful bonus that rarely activates.
| Playstyle | Recommended Perks | Reason |
|---|---|---|
| Apprentice / General Trading | Sawyer's Crew, Diplomatic | Useful services and flexibility while learning faction interactions. |
| Water Merchant / Aquafarmer | Sawyer's Crew, Vigilant | Convenience and shop protection while managing production. |
| Fence / Illegal Trading | Intimidating, Sawyer's Crew | Evidence reduction paired with early exchange access. |
| Materials / Scavenging | Proficient Scavenger, Sawyer's Crew | More searches and additional ways to use collected items. |
| Security-Focused Trading | Model Citizen, Diplomatic | Better rewards from eligible reports and a focus on faction relationships. |
These are perk pairings to consider, not guaranteed complete starting loadouts. Finalize your choices according to the points and restrictions displayed in your game.
For specialized production businesses, I'd avoid spending every available point on bonuses unrelated to your intended activity. A good starting perk should either support something you do regularly or protect you from a risk that your business creates.
Negative Perks to Watch Out For
Probably Stolen also includes negative starting perks that can help fund other selections, but their drawbacks shouldn't be treated as free points.
The most important question is whether the disadvantage interferes with the way you intend to play.
Alcoholic and Other Addiction Perks
Addiction-related starting perks became more punishing after Update 049 increased their trading penalties from 5% to 8%.
These starts also give you an item connected to the addiction while withdrawal begins immediately.
That makes the opening days more demanding, particularly if you haven't established a dependable supply of the required item.
For a first playthrough, I wouldn't take an addiction drawback solely to afford one more positive perk. The penalty can interfere with ordinary trading, which is especially inconvenient while you're still learning the game.
Gambling Addiction
Gambling Addiction is particularly awkward because it can automatically spend your Credits on scratch tickets when they're available.
This creates a different problem from an ordinary trading penalty: you have less control over when some of your money is spent.
For a new shop with rent approaching, automatic purchases can be especially inconvenient. Even if gambling is something you enjoy experimenting with, I'd avoid building a first playthrough around a drawback that can consume funds you intended to save.
Be Careful With Additional Challenge Conditions
Sentinel Collapse Disorder is another option to approach cautiously. It's specifically discouraged for a first run, so it's better reserved for a playthrough where you already understand the game's mechanics.
Learning the trading, reputation, and shop management systems is challenging enough without deliberately making the opening experience more demanding.
Best Starting Perk Combinations in Probably Stolen
If you're deciding which perks to pick before beginning a new run, I'd narrow it down to three approaches.
Best for a First Playthrough
Prioritize Sawyer's Crew and consider Diplomatic for a generalist shop. This combination emphasizes convenient services and faction interactions without committing you to illegal trading or a specialized gathering strategy.
If you're more concerned about protecting your store, Vigilant is a reasonable alternative to Diplomatic.
Best for Contraband
Prioritize Intimidating, then consider Sawyer's Crew if your available points allow it.
Evidence reduction is most relevant when your chosen activities actually generate criminal evidence, while the Underground Exchange can complement a business that handles unusual goods.
Best for Scavenging
Choose Proficient Scavenger if you expect Dumping Ground visits to become a regular part of your routine.
Two extra searches per trip can be useful for gathering materials, but make sure you're prepared for scavenging risks and have a plan for handling the additional items.
The main takeaway is that the strongest starting perk isn't necessarily the one with the largest numerical bonus. It's the one that improves an activity you'll actually perform throughout your run.
For most new players, I'd begin with Sawyer's Crew and choose the remaining perks based on whether I wanted more trading flexibility, stronger shop protection, or additional scavenging opportunities. That gives you a useful foundation without forcing your entire playthrough into one narrow strategy.

