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Starting perks

Starting perks change a run from day 1. You get 3 perk points; negative perks give points back.

3
Perk points
4 (7 with Colorful Character)
Perk slots
48
Perks to pick
Points

A run can start with 3 points or fewer spent.

Slots

At most 4 perks, 7 with Colorful Character.

Negative perks

A negative perk gives its points back to spend on positive perks.

Conflicts

Picking a perk locks every perk it conflicts with.

First run

Starting perks cannot be picked on your very first run.

Stacking

Perk changes to Credits, rent and reputation add on top of the starting scenario.

Sections

Diplomatic
Diplomatic

2 points. Reputation from trades and bargaining +33%.

Intimidating
Intimidating

2 points. Every crime makes 33% less evidence.

Vending Machine
Vending Machine

2 points. A vending machine in front of the store from the start: it sells goods during the night.

Vigilant
Vigilant

2 points. Never robbed during the night.

Well Connected
Well Connected

2 points. +15 reputation with every faction at the start. Not with Public Enemy.

Working Pipes
Working Pipes

2 points. Gutterflow On Tap and Rustwater On Tap from the start: unlimited Rustwater.

Handy
Handy

1 point. Shabby toolbox, screwdriver, wire cutter, crowbar and plasma cutter at the start.

Lucky
Lucky

1 point. Luck +5. Not with Unlucky.

Model Citizen
Model Citizen

1 point. Security reputation +30 at the start. Report and Aug kill rewards +50%, in Credits and reputation. Not with Convict.

Proficient Scavenger
Proficient Scavenger

1 point. 7 Dumping Ground searches per visit instead of 5. Not with Maimed.

Revolution Sympathizer
Revolution Sympathizer

1 point. Revolution reputation +25 at the start. Once Revolution Marketplace Requests are active, one more request every Monday.

Savings
Savings

1 point. Start with 150 more Credits.

Sawyer's Crew
Sawyer's Crew

1 point. Underground Exchange and Janitorial Service from the start. Janitorial Service is free; after vandalism it costs 30 + 1 per 5 days instead of 75 + 1 per 10 days.

Secret Admirer
Secret Admirer

1 point. A Galaxy Blend on day 2. Then each opening has a gift chance: 3% for 3 days without a gift, +6% each day after, and certain on the 12th day without one.

Short Sleeper
Short Sleeper

1 point. Going out after hours does not cost a customer the next day.

Sycophant
Sycophant

1 point. Upper Levels reputation +15 at the start. Upper Levels reputation gains +25%. Upper Levels customers +10% budget.

Tapehead
Tapehead

1 point. All 7 music cassettes in the cassette player at the start.

Tinkerer
Tinkerer

1 point. 20% chance that an upgrade does not use up its material.

Welfare Program
Welfare Program

1 point. Commissary from the start, with a Magnifying Glass, the Food Stamp Identification Handbook and Mentor's Note: Food Stamps. On day 1 and every Monday, a Food Stamp by wealth (see below). Not with Banned from the Commissary.

Wild's Favorite
Wild's Favorite

1 point. Joe Wild's network upgrades -10%. Insurance -50%. Not with On Wild's Bad Side.

Welfare Program Food Stamp (wealth: Credits plus a third of your goods' value)

Wealth up to 1,200
160 Credits
Up to 1,800
120 Credits
Up to 2,400
80 Credits
Up to 3,000
40 Credits
Above 3,000
None

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