Skip to content
Probably Stolen Wiki

Probably Stolen Factions: How Reputation Works and What Each Tier Unlocks

Six factions track how you trade; their perks start at +20, and at −100 four of them end your run.

Updated 2026-11-04 · Game data v1.0.0.6

Probably Stolen has six factions, and each tracks a reputation score from −200 to 200 that rises and falls with how you trade. Most perks unlock between +20 and +100, punishments start at −20, and at −100 four of the six factions end your run outright. You gain reputation mostly through fair trades with a faction's customers, and lose it through greed, crimes and mistakes.

Every number on this page is real in-game data from version 1.0.0.6.

How do you gain reputation?

Most reputation comes from trading. A trade earns its value divided by 400 with the customer's faction, then a stack of multipliers applies:

  • Faction: Lower Levels customers give 0.66 times as much, Upper Levels customers 1.2 times.
  • Bargaining: offering a discount multiplies the gain by 0.65 to 2.9 depending on its size. Pushing the price turns the gain into a loss.
  • Hot goods: stolen items multiply it by 1.5 to 3, and higher-tier contraband adds more again.
  • Perks: Diplomatic multiplies trade reputation by 1.33. Sycophant adds 25% for the Upper Levels. Blabbermouth halves gains with the Black Market and the Revolution.
  • Difficulty: gains are multiplied by 1.5 on Price Gouge, 1 on Mark Up, 0.75 on Thin Margins and 0.5 on Red Ink.

Outside trading, Security pays well: each correct Wanted List report is worth +5, a clean inspection +3, and every confirmed Aug kill +8 (plus +2 with the Black Market, Lower Levels and Revolution). Use an Aug Scanner before you shoot.

The station bazaar
The station bazaar.

How do you lose reputation?

Losses are multiplied by 0.5, 1, 1.25 or 2 from Price Gouge to Red Ink. The common ones:

  • Greedy bargains: pushing the price costs up to five times what the trade would have earned.
  • Inspections: each item found costs Security 1 plus its contraband tier plus a stolen-value step, up to 25 per item.
  • Wrong kills: shooting a customer who is not an Aug costs 15 with Security and Lower Levels and 10 with the Black Market and Revolution.
  • Reports: the game applies a reporting penalty that starts at −8 and grows by 2 with each report, up to −20. Some guides describe it as a Security penalty for false reports only.
  • Security outcomes: a fine costs −10, and a case dropped for lack of evidence costs −20.

What do the reputation labels mean?

The faction screen shows a word instead of a number. Each step is ten points wide: Neutral covers −9 to 9, then Known, Established, Recognized, Dependable, Recommended, Trusted, Highly Rated, Renowned and Esteemed up to 99, and Prestigious from 100 to 200. Going down, the labels run Inconsistent, Disfavored, Unreliable, Shady, Dubious, Questionable, Notorious, Disreputable and Avoided to −99, then Boycotted to −149 and Blacklisted below that.

Reputation also changes haggling. Your standing with the customer's faction divided by 6 is added to the chance they accept a markup, and a negative standing counts double. At +60 that is 10 points in your favor; at −60 it is 20 points against you.

What happens at −100?

Faction−100 perkEnding
Lower LevelsMob JusticeLynched
SecurityBy Any MeansFramed
RevolutionHit listBombed
Sector 13 CartelForced RetirementRetired
Upper Levelsnone in normal play—
Black Marketnone—

The Upper Levels have a Hired Hitman perk and an Assassinated ending in the game, but the perk is never added to the faction's ladder, so the ending cannot trigger in a normal run. The worst the Upper Levels can do is Petition to Security at −60. The Black Market bottoms out at Uninsurable, also at −60. See the endings guide for every trigger.

The six factions

Each ladder below lists every perk with its threshold and the game's own description.

Lower Levels: customers, contraband and Wild's favor

A typical Lower Levels customer
A typical Lower Levels customer
  1. +100Pillar of the Lower LevelsYou will now receive 15% discount from Joe Wild and Dr. Jackson.
  2. +80Tight LipsSelling Contraband to customers from the Lower Levels will only create 50% of its value in available evidence.
  3. +60Word on the StreetYou will occasionally receive tips from the Lower Levels about upcoming events.
  4. +40Rare GoodsNew types of customers offering Rare or Contraband goods will start to visit your Store.
  5. +20Referral100% chance that 1 additional random customer will visit the Store per day.
  6. -20Poor Reviews100% chance that 1 less random customer will visit your Store per day.
  7. -40MistrustedCustomers from the Lower Levels will no longer sell you Contraband items.
  8. -60MarkedYou will be targeted more frequently by thieves. Insurance will now cost 2x.
  9. -80ShunnedAll suppliers will refuse to take your calls. Dr. Jackson will no longer visit your Store, except under special circumstances.
  10. -100Mob JusticeA mob from the Lower Levels will attack your Store and lynch you.

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

The Lower Levels are your most common customers, so this ladder moves steadily even at 0.66 times the trade rate. Referral at +20 is one extra customer every day, which is worth more than any early machine. Tight Lips at +80 halves the evidence from contraband sold to them.

The hidden bonus: every point of Lower Levels reputation you gain also gives 40 Wild's favor. Wild's Network spends favor before credits, so climbing to +100 is worth about 4,000 favor in upgrades, and Pillar of the Lower Levels then knocks 15% off Joe Wild and Dr. Jackson.

Upper Levels: big budgets and a weak downside

A typical Upper Levels customer
A typical Upper Levels customer
  1. +100Rave ReviewsAll customers from the Upper Levels have 25% more credits to spend.
  2. +80Household NameYou have 20% chance of receiving 1 additional daily customer from the Upper Levels.
  3. +60GossipmongerYou will receive advanced notice of most Upper Levels events.
  4. +40Upper Level CharityA benefactor from the Upper Levels will occasionally donate goods to your Store.
  5. +20PourboireYou will receive 15% bonus when selling items to customers from the Upper Levels.
  6. 0Discerning TasteWhile a Luxury Item is in your display case, you have 1+UL/5% chance each day of receiving an additional customer looking to buy Luxury Items. Rises with Reputation. This customer can only visit once every 5 days.
  7. -40Tourist TrapCustomers from the Upper Levels are less likely to visit your Store.
  8. -60Petition to SecurityYou lose Reputation with Security 2x faster and active investigations progress 150% faster.

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

Upper Levels trades earn 1.2 times the reputation, and Pourboire at +20 adds a 15% bonus on every sale to them. Discerning Taste is active from 0 reputation: with a luxury item in your Display Case, you get a small daily chance of an extra luxury buyer. Pair this ladder with the Sycophant perk.

The danger is Petition to Security at −60, which doubles Security losses and speeds investigations by 1.5 times. It stacks badly with any contraband business.

Security: inspections, investigations and arrest

A typical Security customer
A typical Security customer
  1. +100VIPDue to your excellent Reputation with Security, Thieves will no longer target your Store. You will no longer be subject to inspection.
  2. +80Reliable VendorThe Security Surplus Merchant will have improved wares, and Security customers will have 50% more credits to spend.
  3. +60TrustedInspections will be less frequent, and any investigations will progress slower. You will receive advanced warning of any impending Security Operation.
  4. +40Security ProtectionDue to your good Reputation with Security, Thieves are more reluctant to target your Store.
  5. +20Security SurplusA Security Surplus Merchant will occasionally visit the Store.
  6. 0Requisition OrderA Security Requisition Officer will occasionally visit your Store to purchase Food and Medical Supplies. Trading with them will increase your Reputation.
  7. -20WatchlistSecurity has added you on their watchlist. Any investigation on you will progress x1.2 times faster.
  8. -40Must Be The WindSecurity will not longer respond to your alarms.
  9. -60Most WantedAny investigation on you will progress x1.5 times faster.
  10. -80No Stone UnturnedSecurity will no longer sent you lazy or shady inspectors. Additionally, inspections will be more frequent.
  11. -100By Any MeansSecurity will immediately arrest and jail you, regardless of any evidence they have (or don't have).

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

Security is the ladder that decides whether a dirty run survives. Trusted at +60 halves investigation speed and spaces out inspections; VIP at +100 ends inspections and burglary for good. Your Security score also sets the Shady Inspector's bribe, which drops by 2 for every point.

At −40, Must Be The Wind means Security ignores your Alarm System. Watchlist at −20 is easy to hit early: a Fence start on Mark Up begins at −30. The contraband and Heat guide covers how investigations turn into arrests.

Black Market: fast gains, double losses

A typical Black Market customer
A typical Black Market customer
  1. +60Underground NetworkYou will receive advanced notice of most Black Market events.
  2. +40Safe HandsYou are guaranteed a visit from a Thief once per week. All thieves will now offer improved wares.
  3. +20Small Time BrokerPetty Thieves have an increased chance of visiting your Store. Their wares will now improve with higher Black Market Reputation.
  4. AlwaysHonor Amongst ThievesReputation is lost with the Black Market at a rate of x1.5, regardless of your current Reputation.
  5. -40BlacklistedCustomers from the Black Market will no longer sell you Contraband items. You are barred from the Underground Exchange. The Janitorial Service cost double.
  6. -60UninsurableInsurance services will not longer be available to you.

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

Honor Amongst Thieves is always on. Its text says Black Market losses are 1.5 times, but the game actually applies 2 times, so every mistake with this faction costs double. Contraband sold to Black Market customers also creates only half the usual evidence, which makes them the safest buyers for illegal goods.

Small Time Broker at +20 should bring more petty thieves, but nothing applying its effect was found in version 1.0.0.6. Verify in game before planning around it. Safe Hands at +40 guarantees a thief's visit every week.

Revolution: requests, materials and raid loot

A typical Revolution customer
A typical Revolution customer
  1. +80Raid LootMembers of the Revolution will occasionally visit to sell off their loot from raids. Prices will improve with higher Reputation.
  2. +60Friend of the RevolutionYou will receive advanced notice of most Revolution events.
  3. +40Revolution QuartermasterA Revolution Quartermaster will occasionally visit your Store to sell Materials at a discount. The discount will improve with higher Reputation.
  4. +20Revolution Marketplace RequestYou will occasionally receive Marketplace Requests from various Revolution cells.
  5. -40BlacklistedCustomers sympathetic to the Revolution are less likely to visit your Store.
  6. -100Hit listA revolution hit squad will be immediately tasked with eliminating you.

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

The Revolution rewards steady support with Marketplace Requests at +20, a Quartermaster selling cheap materials at +40 and raiders bringing loot at +80. Contraband sold to Revolution customers creates a third of the usual evidence. The Revolution Sympathizer perk starts you at +25, straight past the first tier.

At −40 Revolution customers stop coming at all, and at −100 a hit squad bombs your store.

Sector 13 Cartel: the Chemist's employer

  1. +100Authorized ExitYour handler will start to process your authorized exit from the Cartel.
  2. +50Reliable ChemistRequesting additional Materials now costs 50% of the usual Reputation.
  3. +25Increased StipendYour weekly stipend now scales with your Cartel Reputation.
  4. -100Forced RetirementA Cartel Hitman has been dispatched to eliminate you.

Reputation runs from -200 to 200. Thresholds and perk text are real in-game data.

The Cartel only exists in a Chemist run. It expects regular Vial of "Dream Dust" deliveries, pays a stipend that grows at +25, and offers an authorized exit at +100. Contraband sold to the Cartel creates no evidence at all. The chemist guide covers the quota; fall to −100 and a Cartel hitman ends the run.

Starting reputation and how to plan it

Some starts and perks move you before Day 1. Start bonuses are scaled by difficulty; perk bonuses are not.

  • Fence: +30 Black Market, −30 Security. Gunsmith: +25 Security. Chemist: −15 Security.
  • Well Connected: +15 with every faction. Public Enemy: −15 with every faction.
  • Model Citizen: +30 Security. Convict: −30 Security.
  • Sycophant: +15 Upper Levels. Revolution Sympathizer: +25 Revolution. Known Snitch: −10 Revolution and Black Market.

A practical plan for most runs: push the Lower Levels to +20 for Referral, keep Security above −20 so the Watchlist never triggers, and never let the Black Market's double losses pile up. The best perks guide lists builds that lean into one faction, and the Probably Stolen wiki links every other system.

FAQ

How many factions are in Probably Stolen?

Six: Lower Levels, Upper Levels, Security, the Black Market, the Revolution and the Sector 13 Cartel. The Cartel only appears in a Chemist run.

What is the maximum reputation in Probably Stolen?

200, and the minimum is −200. The last perk on each ladder unlocks at +100, but reaching 200 with any one faction unlocks the Diplomatic achievement.

What happens at −100 reputation?

With Security you are framed and arrested, with the Lower Levels a mob lynches you, with the Revolution your store is bombed, and with the Cartel a hitman retires you. Each ends the run. The Upper Levels and the Black Market have no −100 ending in normal play.

How do you gain reputation fast?

Trade with that faction's customers and offer small discounts instead of pushing the price. Reputation from a trade is its value divided by 400, multiplied by bargain, faction and item bonuses, and the Diplomatic perk adds a third.

Why does Black Market reputation drop so fast?

Its always-active perk, Honor Amongst Thieves, multiplies every Black Market loss. The in-game text says 1.5 times, but the game actually applies 2 times.

Does Lower Levels reputation give Wild's favor?

Yes. In the game, every point of Lower Levels reputation you gain also gives 40 Wild's favor, which pays for Wild's Network upgrades before credits do.

Keep reading