New game
Starting scenarios
A run of Probably Stolen starts from one of 9 scenarios. Each sets your starting Credits, rent, faction reputation, network upgrades and gear.
- 9
- Playable scenarios
- 0 to 600
- Starting Credits
- 200 to 250 Credits
- Weekly rent
- Day 7 (Sunday)
- First rent due
550 Credits, rent 200.
400 Credits, rent 200.
450 Credits, rent 250. Black Market +30, Security -30. Intro skipped.
0 Credits, rent 200. Intro skipped.
450 Credits, rent 240.
150 Credits, rent 250. Security +25. Intro skipped.
300 Credits, rent 200. Security -15. Intro skipped.
600 Credits, rent 200.
150 Credits, rent 240.
Scenarios
During your training with The Mentor, no particular specialization piqued your interest. Instead, you spent more time optimising your operation, resulting in less money spent setting up the store.
- Starting Credits
- 550 Credits
- Weekly rent
- 200 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- None
- Intro
- Can be played or skipped
- Start screen tag
- Recommended For New Players
During your training with The Mentor, you took a particular interest in learning about the Water trade. Clean water is a scarce resource on the station and there is money to be made by those with their hands on the tap.
- Starting Credits
- 400 Credits
- Weekly rent
- 200 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- Water Trading
- Intro
- Can be played or skipped
Starting gear
x2, one filled with Ghostwater
Filled with Rustwater
Only when the intro is skipped
Shabby, durability 75
Shabby
During your training with The Mentor, you took a particular interest in contraband. You're an established black marketeer, and have even installed a hidden storage compartment in your store to avoid the prying of the station's security.
- Starting Credits
- 450 Credits
- Weekly rent
- 250 Credits
- Reputation (Mark Up)
- Black Market +30, Security -30
- Network upgrades owned
- None
- Intro
- Always skipped
The Underground Exchange is open from the start.
The Mentor didn't help you with anything aside from negotiating your lease with the Landlord. You have nothing but the Store, and a will to survive.
- Starting Credits
- 0 Credits
- Weekly rent
- 200 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- None
- Intro
- Always skipped
- Start screen tag
- Extreme Challenge Mode
No cassettes in the cassette player.
No magnifier, labeler, bandage or fanny pack, which every other start gets when the intro is skipped.
No starting gear and 0 Credits.
During your training with The Mentor, you refined your knowledge of hydroponic farming, an efficient way to grow crops in the limited space available on the station. With your expertise, you can help feed the lower levels while making a handy profit.
- Starting Credits
- 450 Credits
- Weekly rent
- 240 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- Retired Farmer
- Intro
- Can be played or skipped
- Start screen tag
- Advanced Start
During your training with The Mentor, you developed an enthusiasm for firearms and munitions. You learned how to modify weapons, from handmade sidearms to powerful machine guns. With a license in hand, you now fulfill custom orders and earn a steady income arming the residents of the station.
- Starting Credits
- 150 Credits
- Weekly rent
- 250 Credits
- Reputation (Mark Up)
- Security +25
- Network upgrades owned
- Retired Gunsmith, Weapon Permit I
- Intro
- Always skipped
- Start screen tag
- Advanced Start
The start screen does not mention it, but the Gunsmith pays 250 rent, as the Fence does.
Starting gear
Shabby, with a pistol printer chip
x4
Shabby
x6
x5
x2, one in Poor condition
x2: one Poor, one New
x2
In the display case
During your training with The Mentor, you acquired a nose for narcotics. You are an expert in the illegal, addictive and lucrative trade of controlled substances. You're not bad in the lab, either, should supply run low.
- Starting Credits
- 300 Credits
- Weekly rent
- 200 Credits
- Reputation (Mark Up)
- Security -15
- Network upgrades owned
- Retired Chemist
- Intro
- Always skipped
- Start screen tag
- Advanced Start
Cartel Protection service from the start.
Only the Chemist has the Sector 13 Cartel faction.
Starting gear
To the Mentor's annoyance, you developed a great passion for animal ranching. Rats, more specifically. You've learned the basics of raising rats for meat.
- Starting Credits
- 600 Credits
- Weekly rent
- 200 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- Ranching
- Intro
- Can be played or skipped
- Start screen tag
- Advanced Start
During your training with The Mentor, you learned to raise fish in tanks for meat. You start with a small recirculating system and a stock of starter fish.
- Starting Credits
- 150 Credits
- Weekly rent
- 240 Credits
- Reputation (Mark Up)
- No change
- Network upgrades owned
- Aquaculture
- Intro
- Can be played or skipped
Rules for every start
Every start gets The Mentor's contract.
4 worn cassettes in the cassette player, except on Rock Bottom or with the Tapehead perk.
Fence, Rock Bottom, Gunsmith and Chemist always skip the intro. Skipping it gives the Mentor's Handbook and contacts at once.
Perk changes to Credits and rent add to the start's values.
Start reputation uses the difficulty's reputation multipliers. The values here are for Mark Up.
On the first run, picking any start but the Apprentice asks you to confirm.
Junker, Organ Dealer, Street Food Vendor are on the start screen as Work In Progress and cannot be started.









