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Fallout Settlement Services

The book does not mention the cost of services in normal cities and towns, so I have created a table of them here. The size of a
settlement or town is below. These are just guidelines to keep things consistent. Note that the GM may rule that some of
these services are not available in a given settlement of any size.

Size Type Pop Caps Rarity

1 Wasteland Farming Settlement (Finch Farm) 3-15 45 0

2 Prosperous Settlement (Republic of Dave, Greygarden) 16-40 100 1

3 Small Town (Junktown, Covenant, Bunker Hill) 41-100 200 2

4 Major Trade Town (Diamond City, Rivet City) 101-250 500 3

5 Well-Known City (Reno, The Pitt, San Francisco) 251-750 800 4

6 Wasteland Metropolis (New Vegas, Shady Sands, Sound City) 751+ 1200 5

Size: The number rating used later in this document to denote the minimum suggested size for a settlement to offer a service
publicly without having to roll to find it.

Type: A description of the settlement.


Pop: A general idea of the size of the settlement’s permanent population.
Caps: The suggested total number of caps that any one merchant has to spend on buying supplies from traders or players.
Rarity: The suggested maximum rarity for items that can be obtained here without rolling.

Food/Drink*

Service Size Cost** Effect

Meal, Poor 1 3 “Wasteland loaf” Will keep you from starving.

Meal, Common 1 8 Bread and mystery stew. Gain the Well-Fed [1] perk.

Meal, Excellent 2 16 Made by a chef to be tasty and nutritious. Gain the Well-Fed [2] perk.

Meal, Lavish 3 35 Made by a master chef, the best meal most wastelanders will see in a year. Gain the
Well-Fed [3] perk.

Drink, Bleached 1 2 Tastes like Abraxo. Will keep you from dying of dehydration.
Water

Drink, Clean Water 2 5 Only slightly gritty. Gain the Well-Hydrated [1] perk.

Drink, Spring Water 3 7 The waters of life. Gain the Well-Hydrated [2] perk.
Drink, Osmotic Water 4 10 Free of all contaminants. Counts as purified water and Gain the Well-Hydrated [3]
perk.

Drink, Swill 1 1 The alcohol content is barely high enough to kill all the bacteria. Probably.

Drink, Simple Beer 3 2 Made with a variety of wasteland ingredients. Same effect as beer.

Drink, Rotgut 2 3 Fermented drink that any settlement can make in an old bathtub… or toilet. Same
effect as whiskey.

Drink, Shot 2 4 Some sort of hard alcohol that probably won’t blind you. Same effect as rum.

Drink, Pre-War 3 15 Smooth and dry. Counts as double the effect of wine.
Vintage

Drink, Pre-War Spirit 4 25 The kind of drink that would leave pre-war drinkers penniless. Combines the
effects of rum, wine and whiskey.
*These may not be taken “to go” as they lack the stabilizing agents and preservation methods used in the recipes for more portable
items. They lose any benefit they may have given after an hour if not consumed.
**The listed cost is for a personal portion.

Lodging

Service Size Cost* Effect

Barn Loft/ Sleeping Bag 0 15 Beats sleeping outside. Barely.

Common Room 1 25 Might learn some interesting news from locals or other travelers.

Small Room, no bath 2 35 Communal bathroom. Gain the Well Rested [END] perk.

Hotel Room w/ Bath 3 60 Your own bathroom. Gain the Well-Rested [player’s choice] perk.

Lavish Hotel Room 4 100 As above, but comes with concierge, roomservice. Gain the Well-Rested perk.

High Security 3 +25 Secure windows, guards, etc.


*Per night. You must rest for 8 hours in your lodgings to gain any effect.

Personal/Entertainment

Service Size Cost Effect

Massage 3 35 I could go for one right now. Gain the Truly Relaxed perk.

Sex 3 60 You went there. Gain the Lover’s Embrace perk.

Performance, Musical 1 15 Just about any settlement has a singer or guitar player. Gain the In Tune perk.

Performance, Dramatic 2 15 Gain the Dramatic Resolve perk.

Performance, Comedic 2 15 Gain the Comedic Resolve perk.


Skill Training 3 60 Gain the Skill Training perk.

Defragging 3 45 Robots only. Gain the Defragged perk.

Optimization 4 80 Robots only. Gain the Optimized perk.

Clean & Grease 3 60 Robos only. Gain the Greased perk.

Grooming

Service Size Cost Effect

Haircut 2 15 Get a better ‘do.

Tattoo 3 * Cost equals the area of the tattoo in inches. Get inked, bro.

Brand 2 * Cost equals the area of the brand in inches.

Bathing, Self 2 18 Don’t drink the water. Gain the Next to Godliness perk.

Bathing, Attended 3 80 Rubber ducky, you’re the one… Gain the Next to Godliness and Lover’s Embrace
perks.

Animal*

Service Size Cost Effect

Clean and Groom 2 15

Training 3 60 Animal gains the skill training perk.

Cure Health 2 30 Heals all HP and injuries. Takes 1 hour per injury and 1 hour for all hit points

Cure Rads 3 40 Heals all Radiation damage. Takes 10 minutes.

Stable, Per Night 1 15


*Most services take all day.

Crafting/Trade*

Service Size Effect

Gunsmith 2 Can repack ammo and will occasionally buy used brass.

Bladesmith 2 Can make common metal item such as horseshoes in addition to weapons.

Armorer 2 Makes, fits and upgrades armor.

Fabricator 3 Has specialized tools and skills to turn materials into components.

Engineer 3 Repairs machines and tech. Charges massively extra if they have to come to you.
Carpenter 3 This is how buildings nicer than shacks are made.

Cobbler 3 Pre-war footwear isn’t that hard to find, but is often not rugged enough to stand up to the
horrors of the post apocalypse.

Tailor 4 Pre-war clothes aren’t that hard to find, so this person can make a bespoke outfit out of
contemporary materials.

Provisioner 3 A provisioner can cook, preserve and pack wasteland recipes for you. Cost is generally 5
caps per food item if you provide the meat, or standard CRB cost if you don’t.
*The cost for one of these specialists equals [relevant skill] x [ranks in requisite perk, minimum 1] x 10 per job. Unless specified
otherwise, materials cost extra.

Medical

Service Size Cost Effect

Cure Rads 1 60 Heals all Radiation damage. Takes 10 minutes.

Cure Health 1 30 Heals all HP and injuries. Takes 1 hour per injury and 1 hour for all hit points

Cure Addictions 1 40 Cures all addictions except Ultra Jet. Takes 30 minutes.

Facial Reconstruction 4 200 Takes 2 hours.

Cybernetics 4 * Cost = [Rarity of part] x 100 caps. Takes 4 hours.

Cosmetic Surgery 3 100 Takes 1 hour.

Cure Poison 1 30 Cures all common poisons. Takes 2 hours.

Cure Disease 2 60 Cures all common diseases. Takes 24 hours.

Communications

Service Size Effect

Courier, Foot 3 Will carry a package under 20 lbs. Cost = 20 + [2 caps per mile] Covers about 30 miles per
day.

Courier, Horse or Bike 4 Will carry a package under 30 lbs. Cost = 20 + [4 caps per mile] Covers about 60 miles per
day.

Radio 4 Recipient must have a radio that can receive.. Cost = 1 cap per second. Can be heard by
anyone with a radio.

Telegram 4 Cost = 1 cap per word. Destination must have a receiving station.

Messenger Bird 4 Can carry 1 sheet of paper 600 miles in a day. Almost impossible to detect or intercept.
Cost = 40 caps per day.

Send with Caravan 2 Cost = [total lbs shipped] x [miles to destination]/2. Takes 1 day/20 miles. May not leave
immediately.

Transportation

Service Size Cost* Effect

Caravan 0 * Ships goods between settlements. Cost = [total lbs shipped] x [miles to
destination]/2. Takes 1 day/20 miles. May not leave immediately.

Truck/Ground 3 * Cost = [Miles to destination] x3. Takes 1 hour/30 miles.

Train/Monorail 6 75 Covers about 80 miles per hour.

Vertibird 5 * Cost = [miles to destination] x 15 caps. Covers about 250 miles per hour.
*Costs may be 150%-250% if routes are known to be dangerous.

Mercenary

Service Size Effect

Bodyguard/Caravan 2 Cost = [highest combat skill] x6 per day.

Single Objective 2 Cost = [highest combat skill] x 75 plus expenses.

Wilderness Guide 3 Cost = [PER + Survival] x 5 per day.


*Most mercenaries work for half the total pay up front and the rest when the job is done.

Miscellaneous

Service Size Cost Effect

Local Guide/Tout 4 10 Cost is per day.

Town Crier 3 15 Cost is per day or until some criteria you set is met, if less.

Merchant 3 5% Will sell all your goods. I’m sure the merchant is totally trustworthy…

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