| Short Sleeper | +1 | Boon | S | Frequent after-hours supply or scavenging trips otherwise leave you up to one fewer normal customer the next day. One point preserves that repeated opportunity; losing it can be costly when normal customer counts are low. It still needs a usable quota and saleable stock. | — |
| Unlucky | -1 | Drawback | S | One point back for lower luck, with no direct penalty to prices or normal customers. The effects are small: searches occasionally come up empty, crate drops get slightly worse and the lottery leans worse. It also cancels luck from other sources, lowering the chance that an inspection overlooks your contraband. | Lucky |
| Alcohol Addiction | -1 | Drawback | A | Withdrawal gives an 8-point buy and sell penalty from day 1, but if you never drink, you are cured after 17 nights and the perk is removed. Wine counts as alcohol, so do not drink your own stock. The cost is limited to the opening weeks. | — |
| Blackmail | -2 | Drawback | A | Two points back for a weekly payment of 40 plus the day number, starting on day 8 (day 1 is only the introduction). Refusing costs reputation with most factions at once. Once sales are running, it is a cheap way to get two points. | — |
| Illiterate | -1 | Drawback | A | One point back, and you cannot read guides, the newspaper or documents. Reading grants no skills or recipes, and the logo checker and cigarette color chart still work, so the main loss is the newspaper's daily market news. | — |
| Narcotic Addiction | -1 | Drawback | A | Withdrawal gives an 8-point buy and sell penalty from day 1, but if you never consume, you are cured after 17 nights and the perk is removed. The cost is limited to the opening weeks, so it is a cheap point. Two addictions stack their penalties. | — |
| Nicotine Addiction | -1 | Drawback | A | Withdrawal gives an 8-point buy and sell penalty from day 1, but if you never consume, you are cured after 17 nights and the perk is removed. The cost is limited to the opening weeks, so it is a cheap point. Two addictions stack their penalties. | — |
| Prime Real Estate | 0 | Neutral | A | Zero points add a normal customer slot, but also add 75 to starting rent and use one selection slot. Strong when stock can serve that demand; compare actual extra profit with the growing rent bill, not the number of possible normal customers. | Side Street |
| Sawyer's Crew | +1 | Boon | A | One point removes ordinary Janitorial Service charges and opens the Underground Exchange early. Keeping the shop clean preserves attractiveness; after vandalism, cleanup is discounted rather than free. Fence already has exchange access. | — |
| Vigilant | +2 | Boon | A | Stops nightly burglary without buying insurance. It protects eligible stock, not inspections, vandalism or livestock health; machines are normally excluded from the theft pool anyway. | — |
| Wild's Favorite | +1 | Boon | A | One point reduces network purchase prices by 10% and insurance by 50%. It scales with a long upgrade plan or insured nights; the insurance saving disappears when burglary is already prevented. | On Wild's Bad Side |
| Agoraphobia | -1 | Drawback | B | One returned point forces two nights at the store after an outing. This may fit a well-stocked schedule, but removes the ability to make an unplanned equipment or supply trip. | — |
| Bad Lease | -1 | Drawback | B | One point back for 40 more starting rent. Rent grows weekly from that higher base, adding about 274 by day 49 and 719 by day 98 on Mark Up. The sooner you buy the store, the cheaper the point. | — |
| Banned from the Commissary | -1 | Drawback | B | One point is returned for losing Commissary access and food-stamp introduction. It may fit a route with independent supplies, but removes a useful low-wealth safety option and a source of food. | Welfare Program |
| Blabbermouth | -2 | Drawback | B | Two points can fund a useful build, but new crime evidence rises by 33% and positive Black Market and Revolution reputation changes are halved. A legal business can limit the crime cost; the reputation cost remains. | — |
| Careful Scavenger | 0 | Neutral | B | Zero points remove searching injuries at the cost of two searches each visit and one selection slot. This can suit safe occasional scavenging, while frequent loot collection loses useful volume. | Maimed |
| Degenerative Osteoarthritis | -1 | Drawback | B | Return one point and receive two units of Topical Medication Bandage, but the base search allowance falls weekly after week one. With five base searches and no other changes, scavenging stops on day 22 when the allowance falls below three. | Maimed |
| Handy | +1 | Boon | B | One point supplies a shabby toolbox and four shabby tools. Useful for a route that needs those tools early, but their base value is not cash and their actual used condition matters. | — |
| Known Snitch | -2 | Drawback | B | Two returned points remove wanted-poster visitors and their report opportunities, while starting Revolution and Black Market reputation fall by 10. Avoiding those visits also means losing their possible trades and event choices. | — |
| Maimed | -2 | Drawback | B | Two points are returned for completely losing Dumping Ground access. That removes purchase-free salvage and the location's activities, so it is conditional funding rather than a harmless drawback. | Proficient ScavengerDegenerative OsteoarthritisCareful Scavenger |
| Minimalist | -2 | Drawback | B | Return two points by reducing the main inventory from 24×10 to 20×10. The lost 40 cells are continuing operating space, so count the actual machines, vessels and saleable stock before choosing it. | Ascetic |
| Model Citizen | +1 | Boon | B | +30 raw Security reputation and 50% higher report rewards are useful for a reporting or permit plan. Reports can lower other factions, and the starting bonus does not remove crime evidence. | Convict |
| On Wild's Bad Side | -1 | Drawback | B | One returned point raises network purchase costs by 10% and insurance by 50%. The insurance part can be avoided with independent theft protection, but every needed network purchase still costs more. | Wild's Favorite |
| Proficient Scavenger | +1 | Boon | B | Two additional searches per Dumping Ground visit improve a scavenging plan. The finds are random and later attempts can have injury risk; they are not two guaranteed saleable items. | Maimed |
| Revolution Sympathizer | +1 | Boon | B | +25 raw Revolution reputation and more frequent related requests suit a request-focused plan. A request is useful only when the required stock and its cost make the reward worthwhile. | — |
| Sycophant | +1 | Boon | B | +15 starting Upper Levels reputation, 25% higher positive gains with that faction and 10% more customer budget support premium sales. More budget matters only when suitable goods actually meet that buyer. | — |
| Vending Machine | +2 | Boon | B | Two points provide after-hours sales equipment with 50 starting power. It needs suitable finished stock and more power later; the normal network purchase is 1200 on Mark Up, not a guaranteed saving of 1200 cash. | — |
| Well Connected | +2 | Boon | B | +15 raw reputation with every faction approaches several positive thresholds and leaves more room above negative ones. Two points buy no immediate stock, and starting at +15 does not itself reach a threshold of 20. | Public Enemy |
| Working Pipes | +2 | Boon | B | Both Gutterflow On Tap and Rustwater On Tap are already unlocked, providing free raw tap water. Spend two points only with a treatment or water-consuming plan; raw water is not ready-made drinking water or balanced growing water. | — |
| Ascetic | -4 | Drawback | C | Four returned points shrink the main inventory from 24×10 to 16×10, losing 80 cells. Most production plans need that space continuously for equipment, inputs and output; points do not replace the lost working area. | Minimalist |
| Colorful Character | +1 | Neutral | C | Three added slots raise the capacity from 4 to 7, but this perk itself uses one slot and one point. The point limit remains 3, so extra slots alone buy no productive benefit. | — |
| Diplomatic | +2 | Boon | C | Trade reputation gains rise by 33%, but the two-point price is high for a benefit that needs repeated completed trades. It supplies neither starting cash nor protection from negative reputation changes. | — |
| Gambling Addiction | -1 | Drawback | C | One returned point allows forced purchases of tickets and scratchers when the cash conditions are met. That consumes money reserved for rent or inputs; lottery access and a starting luck item do not make the spending optional. | — |
| Intimidating | +2 | Boon | C | A 33% reduction in generated crime evidence has no benefit for transactions that generate none. Two points are expensive, and existing evidence or an active investigation is not erased. | — |
| Lucky | +1 | Boon | C | The extra luck changes some loot, injury-rescue, inspection-rescue and lottery rolls. These are limited random effects, not more customers or protection from burglary, so one point usually has a more dependable use. | Unlucky |
| Makeshift Reactor | +1 | Neutral | C | One point replaces the grid with the Makeshift Micro Nuclear Reactor and prevents blackouts. Integrity decays, low integrity stops store power and reaching zero ends the run. Repairs consume materials, so blackout immunity requires an active maintenance plan. | — |
| Savings | +1 | Boon | C | 150 cash is certain and immediately spendable, but it is a one-time gain for one point. Prefer recurring savings when starting cash already covers the opening purchases. | — |
| Secret Admirer | +1 | Boon | C | Free gifts can provide supplies, but their contents are conditional and cannot be chosen. A gift on day 2 is useful; it is not a guaranteed cash payment or a dependable replacement for a medical supply plan. | — |
| Sentinel Collapse Disorder | -3 | Drawback | C | Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. | — |
| Tinkerer | +1 | Boon | C | A 20% roll can preserve material used by supported item upgrades. It is not a 20% discount on all crafting, gun repairs or network purchases; value depends on repeatedly using an affected upgrade action. | — |
| Welfare Program | +1 | Boon | C | One point gives early Commissary access and conditional Monday food stamps. Wealth determines the aid, so neither starting cash nor a valuable workshop guarantees a weekly payment. | Banned from the Commissary |
| Aug Menace | +1 | Neutral | D | One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. | — |
| Awful Negotiator | -3 | Drawback | D | Three returned points remove bargaining and impose a permanent 5-point trade-price disadvantage on purchases and sales. A retail or purchased-input business pays repeatedly instead of receiving a short opening restriction. | — |
| Convict | -1 | Drawback | D | For one returned point, lose 30 starting Security reputation and cut report rewards by 25%. From a neutral start this crosses the -20 investigation penalty and exposes the shop to faction vandalism. | Model Citizen |
| Hoarder | 0 | Neutral | D | Three immovable debris piles occupy the main inventory until removed. Zero point cost also returns zero points, so the starting obstruction has no economic compensation. | — |
| Public Enemy | -2 | Drawback | D | Two returned points cost 15 raw reputation with every faction. From neutral, only five more points of loss reach -20; recovering several relationships competes with normal business and worsens bargaining at negative reputation. | Well Connected |
| Side Street | -1 | Drawback | D | Returning only one point permanently removes one normal customer slot before the daily limits are applied. That can cost a buyer or seller visit every day; it is a poor default way to fund the build. | Prime Real Estate |
| Tapehead | +1 | Boon | D | All music cassettes are a collection convenience, not an opening supply, trade-price or production advantage. Spending one of three starting points on them has almost no direct economic return. | — |