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These rules are meant to serve as a guideline for GMs to flesh out the character of settlements, and how that
translates into challenging the PCs.
Each settlement has ratings in two categories: Wealth and Security. They may additionally have ratings in two
optional statistics: Intolerant and Restricted.
Wealth (0-5):
The Wealth of a settlement is roughly correlated with population (though exceptions exist), and describes how
prosperous it is. The Wealth rating determines the following:
● The Wealth (caps on hand, p. 335) of average NPCs. Merchants will have double that amount.
● The maximum rarity of available items.
● The maximum crafting perk rank available from NPCs. For instance, a town with Wealth 2 may have
crafters available to install up to Rank 2 mods on weapons and armor by commission.
● Add Wealth to your own TN when rolling LCK + Barter to find goods or services.
● Add Wealth to the difficulty of foraging for food in the immediate vicinity.
● Shop inventory and available caps are refreshed every 7-Wealth days.
● Bribe prices (see below)
0 <5 Not even a settlement. Just some Bare essentials only. Unlikely to A scavenger
dudes hanging around. have spare supplies or caps, but campsite
might trade in favors.
1 10 A few families clustered around a Enough spare supplies to feed Arefu, Sloan
common resource (a well, garden, or the party for a day or two. No
defensible structure). professional merchants; spare
beds are likely unavailable.
2 25-50 Several families starting to organize. A single part-time merchant Primm, Far
Beginnings of actual governance. trades supplies and junk. Spare Harbor
beds for rent from individuals.
Security (0-4):
Security is a measure of how well a settlement can defend itself against threats, both internal and external. It
determines the following:
● Add Security to the complication range of any illegal activity, such as bribery attempts, intimidation, or
picking locks.
● The typical price of a bribe is equal to 10 caps x Wealth x Security (minimum 10).
● The Security rating sets the difficulty of any check to find gaps in the settlements defenses (timing guard
patrols, finding camera blindspots).
● Add Security to the level of any law enforcement NPCs.
Rating Description
Intolerant X (1-4):
Intolerance is a measure of how much a settlement shuns a particular type of person. It must specify the category
(Super Mutants, men, NCR, etc.); the specified characters suffer the following penalties:
● Add the rating to the complication range of any CHA test by the affected group.
● Add half the rating (rounded down) to the difficulty of any CHA test by the affected group.
Rating Description
Restricted X (1-4):
Restricted is similar to Intolerant, but for items and equipment. The Restricted item must be specified (chems,
energy weapons, etc.). This rating generally cannot exceed the Security rating of the settlement.
● Add the rating to the threat range of any test to buy, sell, or find the specified item.
● Add half the rating (rounded down) to the difficulty of any test to buy, sell, or find the specified item.
● If they find a willing merchant, PCs suffer a price penalty on the item equal to the Restricted rating x 5%.
● Anyone openly displaying or using the banned item suffers the penalties of Intolerant at the same level.
Rating Description
1 Super Mutants
3 Robots
5 Ghouls
8-9 Human
12 Trusting -1 Security
20 None None
Examples:
Diamond City:
Wealth 4
Security 3
Intolerant: Synths 4
Intolerant: Ghouls 4
The Fort:
Wealth 2
Security 4
Intolerant: Women 2
Restricted: Chems 4
Underworld:
Wealth 2
Security 2
Intolerant: Humans 2
Intolerant: Brotherhood of Steel 4
Nipton:
Wealth 0
Security 0
Ruins
Shopping Rules:
To determine whether a particular item is in stock at a town's store, compare the item's Rarity to the Wealth of the
settlement.
● If Rarity = Wealth - 4, there is effectively no limit to how many of the item are available.
● If Rarity = Wealth - 3, there are 5[CD] available, or 10[CD] for consumables (food, beverages, chems, and
ammo).
● If Rarity = Wealth - 2, there are 3[CD] available, or 5[CD] for consumables.
● If Rarity = Wealth - 1, there are 2[CD] available, or 3[CD] for consumables.
● If Rarity = Wealth, there is only 1[CD] available.
○ On an effect, the item is highly prized, has sentimental value, is already spoken for, etc. A PC
must succeed at a CHA + Barter check (with a difficulty equal to the Rarity) to get the merchant to
part with it.
If PCs want an item that is found to be unavailable (with Rarity up to Wealth), they may make a LCK + Barter check
with Difficulty 0 to search for a private seller, or have the merchant "check in the back." Each AP spent adds a single
wanted item to the available inventory.
For items with Rarity higher than the Wealth of the settlement, PCs may spend a number of Luck points equal to the
difference in order to find one of the item.
For ammunition, multiply the rolled result by the amount listed in the Ammunition Availability and Rarity table (p.
91).
For traveling merchants, assign a Wealth number as you see fit, but divide the inventory amounts in half.
Additionally, increase the rarity of any item by 1 for every 10 full pounds of weight.
Rarity of weapons and armor is at +1 for each common mod, +2 for each uncommon mod, and +3 for each rare mod.
While living in town, prepared food is more readily available. Basic non-irradiated food costs Wealth+2 caps per
meal (but does not heal HP or have any effects other than satisfying hunger), while dirty water is generally available
for free.
Lodging
Rooms, when available, generally cost Wealth x 5 caps per night, although PCs could easily double up (or more) by
sleeping on the floor or other furniture in a rented room. Shared bunkhouses with no privacy are only 5 caps per
night for a bed, regardless of Wealth.
Alternatively, in towns where Security + Wealth is 4 or less, PCs can generally get away with camping in the town
square, though it provides no advantages over wilderness camping when it comes to disease or quality of sleep.
For longer term accomodations, assume 5 + (Wealth x 8) caps per day total for room and board (5 + (Wealth x 5) if
doubling up on rooms). Multiply this by 5 for a whole week, or 20 for a whole month.
Services
Unskilled labor:
Brief, simple, and safe tasks around town (e.g. delivering a message, or causing a distraction) can be commissioned
for just 1 or 2 caps from beggars or children. A full day's work costs 5+(Wealth x 3) caps; hazardous work (such as
hauling scrap from an allegedly cleared mirelurk nest) costs double, and most won't do it without an armed escort.
Crafting:
Commissioning a mod costs the price of the mod, plus additional fees to cover parts and labor. PCs must either
provide the materials or cover their cost (although rare and uncommon materials may not always be available in
shop inventories). The cost of labor is equal to 10 caps, plus 10 more per perk required.
You can find NPCs with the appropriate crafting perk by making a LCK + Barter check with a Difficulty of 0.
Finding a crafter costs 1 AP per perk needed, to a maximum number of perks equal to the Wealth of the settlement;
spending a Luck point increases this limit by 1.
For example, adding a targeting computer to a missile launcher is a Complexity 6 mod that costs 293 caps and
requires Gun Nut 2 and Science! 2. That's a total of 4 perks, so requires 4 AP to find such a crafter, and only in a
settlement of Wealth 4 or higher (unless a PC spends luck). Complexity 6 requires 37 caps of materials (7 common,
5 uncommon, 3 rare), while the 4 perks required calls for 50 caps in service fees. Altogether, that raises the cost of
the mod to 380.
Using crafting facilities yourself typically costs 1 cap for every 30 minutes of crafting time. Make the same check as
above for finding a craftsman, to find the appropriate workstation in a settlement.
Doctors/Mechanics:
A free First Aid action* to administer a Stimpak or RadAway is included with the price of the medicine. A First Aid
action without the medicine costs 10 caps. The same rules apply for hiring a mechanic to repair a robot, substituting
Repair for Medicine. Doctors charge 10+(Wealth x 5) caps per day for extended care.
*9 INT + (Wealth+1) Medicine as a Tag skill. Roll with +1d20 at Wealth 2, and +2d20 at Wealth 4. They can reroll
up to 1d20 at Wealth 1, or 2d20 at Wealth 3.