Starting Perks unlock after your first run. When you start a new store you can pick up to 4 perks and spend up to 3 perk points. Positive perks cost 1 or 2 points. Negative perks give points back, 1 to 4 each, so a drawback can pay for another positive perk. Every perk takes one of your 4 slots either way.

Colorful Character is the exception to the slot limit: it costs 1 point and gives you 3 more perk slots. That pays off when you stack drawbacks for points, because 4 slots fill up fast once each negative perk is buying you a positive one.

Some perks can’t be combined. Once you pick one perk of a pair, the other is locked:

  • Ascetic and Minimalist
  • Banned from the Commissary and Welfare Program
  • Careful Scavenger and Maimed
  • Convict and Model Citizen
  • Degenerative Osteoarthritis and Maimed
  • Lucky and Unlucky
  • Maimed and Proficient Scavenger
  • On Wild’s Bad Side and Wild’s Favorite
  • Prime Real Estate and Side Street
  • Public Enemy and Well Connected

Positive perks

Cost is in perk points. With 3 points you can take one 2-point perk and one 1-point perk, or three 1-point perks, before any negative perks add to your budget.

CostPerkEffect
2DiplomaticReputation generated from trade is increased by 33%.
2IntimidatingAll committed crimes generate 33% less available evidence.
2Vending MachineStart with a vending machine installed in front of your store. Allows customers to purchase items automatically during after-hours.
2VigilantYou will never get robbed during the night.
2Well ConnectedStart with an additional 15 Reputation with all factions.
2Working PipesYou will start with the water lines already connected with unlimited Rustwater.
1HandyStart with a shabby toolbox and a set of shabby tools: a screwdriver, a wire cutter, a crowbar and a plasma cutter.
1LuckyIncreases your luck. Probably.
1Model CitizenStart with 30 extra Security Reputation and receive 50% more reward for reporting customers on the Wanted List.
1Proficient ScavengerYou can perform up to 2 additional Search actions in the Dumping Grounds every time you visit.
1Revolution SympathizerStart with an additional 25 Reputation with The Revolution. You will receive Marketplace Requests from The Revolution more frequently.
1SavingsStart with an additional 150 Credits.
1Sawyer’s CrewThe Underground Exchange is available from the start. Janitorial Service is always free, unless the Store is vandalized. Vandalism clean up cost is significantly reduced.
1Secret AdmirerYou will occasionally receive random items from a secret admirer when opening the Store.
1Short SleeperYou won’t miss out on any customers when going out during after-hours activities the night before.
1SycophantStart with 15 extra Upper Levels Reputation. Reputation gained with the Upper Levels is increased by 25%, and Upper Level customers have 10% more budget.
1TapeheadYou start with all music cassettes available inside the cassette player.
1TinkererWhen you upgrade an item, there is a 20% chance the material used is not consumed.
1Welfare ProgramThe Commissary is available from the start. On Mondays, you may receive Food Stamps depending on your total wealth.
1Wild’s FavoriteAll upgrades from Wild’s Network cost 10% less. Insurance costs 50% less.

Negative perks

Each negative perk gives back the points in the first column. Take Ascetic (4 points back) and your budget grows to 7 points, enough to fill your other 3 slots with 2-point perks. A few drawbacks carry a small upside, such as Gambling Addiction unlocking all lottery content, but they all make the run harder in some way, so pick ones your play style can absorb.

Points backPerkEffect
4AsceticYour main inventory is reduced to 16x10 instead of 24x10.
3Awful NegotiatorYou cannot bargain with customers, and you suffer a permanent trade penalty of 5%.
3Sentinel Collapse DisorderYou suffer from a deadly, incurable auto-immune condition and must take a weekly Immunivax injection to stay alive. Start the game with 1 Immunivax Injector.
2BlabbermouthAll committed crimes generate 33% more available evidence. You will gain 50% less reputation with the Black Market and the Revolution.
2BlackmailYou have a questionable past and a blackmailer is threatening to expose your secret. You will have to pay them a small weekly fee or they will expose you, leading to a major one-time loss to your reputation across most factions.
2Known SnitchCustomers from the wanted poster will never visit your store. Start with -10 reputation with the Revolution and the Black Market.
2MaimedThe Dumping Ground is not available. You cannot scavenge at all.
2MinimalistYour main inventory is reduced to 20x10 instead of 24x10.
2Public EnemyStart with -15 Reputation with all factions.
1AgoraphobiaAfter visiting an after-hours location, you must rest at the Store for 2 nights before going out again.
1Alcohol AddictionYou will suffer a trade penalty of 8% if you don’t consume alcohol regularly. The addiction can be cured.
1Bad LeaseYour starting rent is increased by 40 Credits.
1Banned from the CommissaryThe Commissary is not available, and food stamps are never introduced.
1ConvictStart with 30 less Security Reputation and receive 25% less reward for reporting customers on the Wanted List.
1Degenerative OsteoarthritisScavenging in the dumping ground works normally for the first week. After that, you lose 1 max scavenging attempt every week that passes. Once your max attempts fall below 3, you can no longer scavenge at all. Normal shopkeepers start with 5 daily max attempts. Start with 2 additional topical medication bandages.
1Gambling AddictionYou will always buy some Lottery Tickets when possible. All lottery content is unlocked from the start. The addiction can be cured.
1IlliterateYou won’t be able to read any guide.
1Narcotic AddictionYou will suffer a trade penalty of 8% if you don’t consume narcotics regularly. The addiction can be cured.
1Nicotine AddictionYou will suffer a trade penalty of 8% if you don’t consume nicotine regularly. The addiction can be cured.
1On Wild’s Bad SideAll upgrades from Wild’s Network cost 10% more. Insurance costs 50% more.
1Side StreetYou get one less random customer per day.
1UnluckyDecreases your luck. Probably.

Neutral perks

CostPerkEffect
1Aug MenaceThe Augmented content is unlocked at the start of the game. Earn 25% more credits for killing an aug. The aug menace never ends, and letting too many augs get away ends the game on every difficulty.
1Colorful CharacterAllows you to have 3 additional starting perk slots.
1Makeshift ReactorYou are permanently disconnected from the station power grid and are not affected by blackouts. Start with an upgradable Makeshift Micro Nuclear Reactor sold to you by Dr. Jackson. It powers the Store but needs regular repairs.
0Careful ScavengerYou can perform 2 fewer actions in the Dumping Grounds every time you visit, but you never get injured while searching.
0HoarderStart with three piles of immovable debris along the bottom of your inventory. Each pile can be removed.
0Prime Real Estate1 more normal customer will visit every day, but starting rent costs 75 credits more.

Good picks for a second run

  • Savings (1 point) is the simplest pick: 150 extra credits on day one, which covers early stock while you learn what sells.
  • Model Citizen (1 point) starts you at 30 Security reputation. That already clears the 20 needed for the Security Surplus reputation perk, so a Security Surplus Merchant visits now and then. It also pays 50% more for reporting customers on the Wanted List. On a Fence or Chemist start it won’t get you there alone: on Mark Up (Normal), those specializations open with less Security reputation and pull you back under 20.
  • Well Connected (2 points) adds 15 reputation with every faction. That leaves you 5 points short of the +20 perks that five factions offer, which a few good trades will cover.
  • Vigilant (2 points) stops night-time robberies completely, which matters most once your store holds valuable stock.