New game
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
A run can start with 3 points or fewer spent.
At most 4 perks, 7 with Colorful Character.
A negative perk gives its points back to spend on positive perks.
Picking a perk locks every perk it conflicts with.
Starting perks cannot be picked on your very first run.
Perk changes to Credits, rent and reputation add on top of the starting scenario.
2 points. Reputation from trades and bargaining +33%.
2 points. Every crime makes 33% less evidence.
2 points. A vending machine in front of the store from the start: it sells goods during the night.
2 points. Never robbed during the night.
2 points. +15 reputation with every faction at the start. Not with Public Enemy.
2 points. Gutterflow On Tap and Rustwater On Tap from the start: unlimited Rustwater.
1 point. Shabby toolbox, screwdriver, wire cutter, crowbar and plasma cutter at the start.
1 point. Luck +5. Not with Unlucky.
1 point. Security reputation +30 at the start. Report and Aug kill rewards +50%, in Credits and reputation. Not with Convict.
1 point. 7 Dumping Ground searches per visit instead of 5. Not with Maimed.
1 point. Revolution reputation +25 at the start. Once Revolution Marketplace Requests are active, one more request every Monday.
1 point. Start with 150 more Credits.
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.
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.
1 point. Going out after hours does not cost a customer the next day.
1 point. Upper Levels reputation +15 at the start. Upper Levels reputation gains +25%. Upper Levels customers +10% budget.
1 point. All 7 music cassettes in the cassette player at the start.
1 point. 20% chance that an upgrade does not use up its material.
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.
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
Gives 4 points. Main inventory 16x10 instead of 24x10. Not with Minimalist.
Gives 3 points. No bargaining. A 5% trade penalty on everything you buy and sell.
Gives 3 points. Start with an Immunivax injector, its guide and a magnifier. A weekly injection is needed; skipping too many ends the run. A scalper visits every Saturday.
Gives 2 points. Every crime makes 33% more evidence. Reputation gains with the Black Market and the Revolution -50%.
Gives 2 points. A blackmailer comes on day 1 and every 7 days, asking 40 Credits plus the day number. Refusing, or having them arrested, costs 30 reputation with Lower Levels, Revolution, Security and Upper Levels and ends the perk.
Gives 2 points. Revolution and Black Market reputation -10 at the start. Wanted List customers never visit.
Gives 2 points. No Dumping Ground: you cannot scavenge. Not with Proficient Scavenger, Degenerative Osteoarthritis or Careful Scavenger.
Gives 2 points. Main inventory 20x10 instead of 24x10. Not with Ascetic.
Gives 2 points. -15 reputation with every faction at the start. Not with Well Connected.
Gives 1 point. After an after-hours outing, 2 nights in the store before you can go out again.
Gives 1 point. Start with a bottle of Nudka. 3 days without alcohol starts a withdrawal: +8% trade penalty. Cured after 20 nights in a row without it.
Gives 1 point. Starting rent +40 Credits.
Gives 1 point. No Commissary, and Food Stamps never appear. Not with Welfare Program.
Gives 1 point. Security reputation -30 at the start. Report and Aug kill rewards -25%, in Credits and reputation. Not with Model Citizen.
Gives 1 point. From day 8, one Dumping Ground search fewer for every week that passes; below 3 you cannot scavenge. Start with 2 Topical Medication Bandages. Not with Maimed.
Gives 1 point. Start with a scratcher. The Lottery Representative and the weekly draw from day 1 instead of day 15. Lottery Tickets (25 Credits) and scratchers (20 Credits) a customer offers are bought for you, up to 5 at a time.
Gives 1 point. Guides cannot be read.
Gives 1 point. Start with a pink injector. 3 days without narcotics starts a withdrawal: +8% trade penalty. Cured after 20 nights in a row without it.
Gives 1 point. Start with a cigarette. 3 days without nicotine starts a withdrawal: +8% trade penalty. Cured after 20 nights in a row without it.
Gives 1 point. Joe Wild's network upgrades +10%. Insurance +50%. Not with Wild's Favorite.
Gives 1 point. One fewer random customer per day. Not with Prime Real Estate.
Gives 1 point. Luck -5. Not with Lucky.
1 point. Augs from day 1 instead of day 12, with the shotgun. Aug kills pay 25% more. The Aug threat never ends, and Aug presence 100 ends the run on every difficulty.
1 point. 3 more perk slots: 7 instead of 4.
1 point. Start with a Makeshift Micro Nuclear Reactor that powers the store. No power fee and no blackouts; it needs repairs.
Free. No wounds at the Dumping Ground, and 3 searches per visit instead of 5. Not with Maimed.
Free. Three piles of debris along the bottom of the main inventory. Each pile can be removed.
Free. One more random customer per day. Starting rent +75 Credits. Not with Side Street.
The Mind Reprogrammer removes an active perk from this list, or adds one that is not negative. It uses charges equal to the perk's points, then cools down for 5 days per point. Each Electronic Parts (Hypertech) adds 1 charge.
Perks it can change
- Agoraphobia
- Gives 1 point, negative
- Alcohol Addiction
- Gives 1 point, negative
- Ascetic
- Gives 4 points, negative
- Awful Negotiator
- Gives 3 points, negative
- Blabbermouth
- Gives 2 points, negative
- Careful Scavenger
- Free, neutral
- Diplomatic
- 2 points, positive
- Gambling Addiction
- Gives 1 point, negative
- Illiterate
- Gives 1 point, negative
- Intimidating
- 2 points, positive
- Minimalist
- Gives 2 points, negative
- Narcotic Addiction
- Gives 1 point, negative
- Nicotine Addiction
- Gives 1 point, negative
- Proficient Scavenger
- 1 point, positive
- Short Sleeper
- 1 point, positive
- Vigilant
- 2 points, positive












































