Professional Documents
Culture Documents
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.
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.
Food/Drink*
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
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.
Personal/Entertainment
Massage 3 35 I could go for one right now. Gain the Truly Relaxed perk.
Performance, Musical 1 15 Just about any settlement has a singer or guitar player. Gain the In Tune perk.
Grooming
Tattoo 3 * Cost equals the area of the tattoo in inches. Get inked, bro.
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*
Cure Health 2 30 Heals all HP and injuries. Takes 1 hour per injury and 1 hour for all hit points
Crafting/Trade*
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.
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
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.
Communications
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
Caravan 0 * Ships goods between settlements. Cost = [total lbs shipped] x [miles to
destination]/2. Takes 1 day/20 miles. May not leave immediately.
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
Miscellaneous
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…