Run end
Endings
A run of Probably Stolen ends when you buy the store or when something takes it from you. The two Buyout endings are wins and let you keep playing.
- 15
- Endings
- 2 (Buyout)
- Wins
- Buyout only
- Keep playing after
Factions
Lower Levels reputation -100 or less: a mob at the door on opening.
Revolution reputation -100 or less: a bomb on the counter on opening.
Chemist only. Cartel reputation -100 or less, a handover with no Dream Dust, or an average purity at or below 1/4 of the asked purity (10 at 40).
Perks and story
A toy missing, or the box gone, when Lou collects her toy box.
Sentinel Collapse Disorder: too many nights without an Immunivax injection.
Aug presence 100 at the start of a day, on Thin Margins and Red Ink or with Aug Menace.
Makeshift Reactor: the reactor's integrity reaches 0.
Ending texts
You sign the deed, and with it, the weight of the rent vanishes, alongside the shadow of the Landlord. The shop is yours, free and clear, a hard-earned victory in a world that's never been kind. For the first time, you stand in control of your future, with nothing but your own ambition to guide you.
You sign the final papers, and with it, the last chains that bound you to the loan shark are broken. The store is truly yours now, free from the threat of repossession, free from the shadow of the underworld. You've beaten the odds, survived the grind, and come out on top. The future is yours.
As a result of failing to pay your rent, you were evicted. Abandoned by your customers, your contact, and even The Mentor, you are forced to go back to the life of a scavenger. It isn't long before the Store is rented out to somebody new, and you find yourself standing on the other side of the counter, haggling for just a few credits more.
It's the end of the road. The store is taken from you, and with it, everything you fought for slips through your fingers. The loan shark's cold grip tightens as the walls close in, leaving you bankrupt, homeless, and with nothing but a bitter reminder of how quickly everything can be lost in this unforgiving world.
You couldn't pay what you owed Lou, so she settled the score her own way: a little present on your counter, and this one was real. The explosion destroyed the store and killed you.
For crimes against the station, the Security arrested you. You were locked up in the brig. While serving your sentence, your store was leased to someone else. After your release, with the store lost, you went back to the life of a struggling scavenger.
For capital crimes against the station, the Security arrested and executed you. After your execution your store was leased to someone else. Your customers quickly forgot about you, and in time, there was no trace of you left on the Station.
Arrested by the Security on some trumped up charges, you were thrown in the brig. The store was seized and sold to pay for a large fine. You were released after a few weeks, but the store was long gone. You went back to the life of a struggling scavenger.
After one too many offences against the Lower Levels, a mob of angry customers stormed your store. They took everything you owned and you were thrown out of the airlock. This is justice in the Lower Levels.
After being declared as an enemy of the Revolution, a bomb was planted in your store. The explosion destroyed the store and killed you. The ruin of your store served as a warning to others who would dare to oppose the Revolution.
The Cartel decided that you were no longer worth keeping around. You were retired from the business.
The handler comes every Monday. The first quota is 10 Dream Dust at 40 purity; each week adds 5 units and 5 purity, up to 70 purity. Each missing unit costs 4 Cartel reputation.
Lou told you not to touch her toys. She left another little present on your counter, and this one was real. The explosion destroyed the store and killed you.
After skipping one too many Immunivax injectors, your faulty immune system turned on your own body. It wasn't an illness that killed you, it was yourself.
Each night from 7 days without an injection adds 1 to a hidden count, 2 from 10 days, 3 from 14 days. At 20 the run ends. A genuine injector resets the days to 0; the count never goes down.
The Aug population reached a critical point and now operates openly. During the night, a group of Augs broke into your store and forcibly installed an augmentation chip. Security never arrived. The implant activates. You are only a passenger in your own body.
Aug presence starts at 15 when the shotgun is unlocked. Each Aug left alive and each Aug shot moves it by the difficulty's values.
The makeshift reactor finally gave out due to a criminal level of neglect. The blast took the Store and the block around it. Security is opening an investigation into Dr. Jackson's involvement.
The reactor starts at 100 integrity and loses 18 a night, minus 1 per upgrade. At 25 or less it gives no power. The night log warns the night before it would explode.


