Probably Stolen specializations: 9 starts, equipment and playstyles
Compare all 14 specializations, including 9 playable starts. Check initial cash, rent, equipment, tutorial availability and routes for your existing shop.
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Which starting trade should you choose?
Choose a business you want to operate. Apprentice teaches ordinary trading; Water Merchant starts with treatment tools; rat and fish businesses need daily feeding; hydroponics needs water and power; Gunsmith and Chemist add permits or legal risks. Rock Bottom starts without cash or a business kit.
For your first run, choose Apprentice to learn buying, appraisal and rent. Choose Water Merchant to focus on water, or Rat Wrangler for breeding and meat. Compare starting cash, equipment and rent, then pick the trade you want to play.
Apprentice: more cash for your first purchases
The scenario definition includes extra Credits, a Storage Bay, household goods and food. It suits a first run focused on learning prices and keeping enough cash for rent before buying more machinery.
Water Merchant: learn testing and purification
This start supplies the Water Trading Manual, testing and purification equipment, and water containers. Learn to identify the water you have before deciding what to treat or sell.
Use the beginner guide for the shop’s daily routine, or keep the water guide open while comparing a testing strip with the purity chart.
Compare starting cash and rent
Cash and rent below are before starting traits. Savings adds 150 credits afterwards, including with Rock Bottom. Specialization, traits and difficulty are selected separately.
| Specialization | Availability | Credits | Rent | Introduction |
|---|---|---|---|---|
| Playable in version 1.0 | 550 | 200 | Available; skipping is optional | |
| Playable in version 1.0 | 400 | 200 | Available; skipping is optional | |
| Playable in version 1.0 | 450 | 250 | Skipped automatically | |
| Playable in version 1.0 | 0 | 200 | Skipped automatically | |
| Playable in version 1.0 | 450 | 240 | Available; skipping is optional | |
| Playable in version 1.0 | 150 | 250 | Skipped automatically | |
| Playable in version 1.0 | 300 | 200 | Skipped automatically | |
| Playable in version 1.0 | 600 | 200 | Available; skipping is optional | |
| Playable in version 1.0 | 150 | 240 | Available; skipping is optional |
How many starts are available in 1.0?
1.0 offers nine selectable starts: Apprentice, Water Merchant, Fence, Rock Bottom, Hydroponic Farmer, Gunsmith, Chemist, Rat Wrangler, Aquafarmer. Choose difficulty separately from your profession.
| Available start | When to choose it | First task |
|---|---|---|
| You want to learn buying and selling first | Inspect stock and keep working cash | |
| You want to focus on water | Test your starting water before treating it | |
| You want a breeding and meat business | Check sexes, food and free cage space | |
| You want a start without an equipment benefit | Plan how to build cash without a starter stockpile | |
| Contraband and hidden storage | Inspect incoming stock | |
| Grow crops for sale or ingredients | Prepare water, nutrients and power | |
| Process chemical products | Prepare the first caffeine batch | |
| Work with firearms and mods | Check the permit and compatible parts | |
| Raise fish for meat and breeding | Set up the circulation system |
The game defines fourteen scenarios. Junker, Organ Dealer, Street Food Vendor remain Work In Progress; Moonshiner, Pharmacist are hidden and unfinished. The table preserves those career descriptions so you can distinguish their equipment from the nine playable starts.
Older Playtests and Mods can show a different selection. A video showing Moonshiner is not evidence that this unfinished start is available in the unmodified full release. Check the game version and Mod list before following its opening steps.
What does each start provide?
| Start | Starting resources and trade | What to consider | Status |
|---|---|---|---|
| Extra Credits, a Storage Bay, household goods and food. | Keep cash for restocking and rent. | 1.0 | |
| Scavenging gear, tools, a Furnace and higher Scavenger reputation. | Learn the furnace and its materials. | WIP | |
| Water Trading Manual, testing and purification equipment, and containers. | Identify water quality before treating it. | 1.0 | |
| Smuggler’s Bay, contraband, higher Black Market reputation and access to the Janitor Underground Exchange. | Lower Security reputation and higher starting rent. | 1.0 | |
| Hydroponic manual, equipment, seeds and supplies. | Higher starting rent. | 1.0 | |
| A chemistry manual and laboratory equipment. | Read the manual before buying production materials. | 1.0 | |
| Organ-trading manual, refrigerated organ storage and a transfusion kit. | — | WIP | |
| Pharmacist | Drug-trading and first-aid manuals, plus medical stock. | Learn what the medicines do. | WIP · hidden |
| A cooking manual, a stove and ingredients. | Learn the recipes and ingredient requirements. | WIP | |
| Moonshiner | Moonshine Trading Manual and starter brewing equipment. | The scenario description identifies moonshine as illegal. | WIP · hidden |
| A Class 1 weapon permit, firearms, gun mods and ammunition. | Check which goods the permit covers. | 1.0 | |
| No starting benefits listed. | — | 1.0 | |
| An animal cage, rats and food. | Learn feeding and animal care. | 1.0 | |
| Recirculating Aquaculture Systems; Start with a stock of Tilapia and Fish Food | Increased starting rent | 1.0 |
Which traits affect the opening days?
Savings adds spending money immediately. For reputation, compare Diplomatic with Well Connected: one increases the reputation earned through trade, while the other gives every faction a head start.
| Trait | Points | Effect |
|---|---|---|
| Savings | 1 | Adds 150 starting Credits |
| Bad Lease | -1 | Raises starting rent by 40 Credits |
| Vigilant | 2 | Prevents nighttime robbery |
| Diplomatic | 2 | Adds 33% to reputation generated by trade |
| Intimidating | 2 | Reduces available evidence generated by crimes by 33% |
| Well Connected | 2 | Adds 15 starting reputation with all factions |
Bad Lease trades a point for a larger rent bill. Decide whether your opening budget can carry that cost. The menu shows available traits and any conflicts between them.
What should you do during your first trading cycle?
- Reserve rent and food money. Set your spending limit before buying stock or machines.
- Sort your starting equipment. Apprentice can begin with ordinary goods; Water Merchant should test water; Rat Wrangler should put food with the rats and check for a breeding pair.
- Complete one sale. Inspect goods before negotiating, or follow one batch through production and selling. See the beginner trading guide and rat-ranching steps.
- Restock before expanding. Buy supplies for the next cycle, then use the remaining money for equipment.
Can you add wine, water or rats after choosing a start?
Yes. Joe Wild’s network adds Water Trading, Retired Winemaker and Ranching for base fees of 300,200 and 750 Credits. Farming, chemistry and gunsmith referrals are also available in 1.0. Keep money for the next supplies as well as the introduction.
Compare the money-making routes before buying. Wine can ferment while you trade; a rat colony needs food and cleaning each evening. Choose according to the space and cash you can keep supplying.
Which guides match the other careers?
Junker connects to dismantling and smelting, Hydroponic Farmer to growing crops, Chemist to chemical processing, Gunsmith to refurbishment and mods, and Fence to Black Market supply and storage.
Use the career Wiki to check the work, starting equipment and current-version entrances. Ordinary BloomBerry winemaking has its own equipment workflow; Moonshiner is a separate career definition.
Look up the career itself under Moonshiner, and the Synthetic Yeast recipe under moonshine brewing.
Shared items when skipping the introduction
Skipping the introduction unlocks basic trading systems and puts a mentor-notes book, Joe Wild’s card and the Security dossier in your documents. Starts other than Rock Bottom also receive a Magnifying Glass, Labeler, topical bandage and waist pack. Rock Bottom keeps the document grants but receives none of those four tools. Known Snitch removes the wanted poster; the commissary-ban trait removes stamp-related documents. Starting-trait rewards are applied separately after the specialization.
Plan your opening and first trades
Older version notes
Demo 049-Rev5-L
The earlier Demo had four selectable starts and thirteen scenario definitions. Full release 1.0 has nine playable starts among fourteen definitions; the unfinished scenarios remain identified in the table.
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