Settlement Rules
Settlement Requirements
Item Requirements Deficiency .
Settler 1 Food, 1 Water, 1 Bed under a Roof, 1 Defense, 1 Seat -1 Happiness per missing Item, per Settler
Crop 1 Water per 2 Crops Crop dies if no water for two weeks
Brahmin 1 Water, 1 Trough (per two Brahmin) Brahmin dies if no water for one week
Robot Robot Charging Station Robot non-operational until charged
Dog/Cat, etc.. None, not factored into population characteristic None
Settlement Statistics:
Population: Total Settlers Temptation: Food Production + Water Production + 2x Brahmin
Food: Crop Total Production Defense: Per Defenses
Water: Pumps/Purifier Production Power: Generators
Beds: Beds within Structures Drain: Total Power Consumption
Happiness: 6 +/- Modifiers
Raids
Raid Chance Roll 1d20 / Week. TN = (Temptation – Defenses) (minimum 1)
Raid Outcome 1d20 (+/1 Defense under/over Temptation, +1 per 5 Happiness)
D20 Outcome Effect [Settler Wounded/Killed TN]
2- Smoking Ruins All Crops Ruined, All Structures Destroyed, All Settlers (2+/10+)
3-4 Devastation Structure Destroyed on Effect, Crops Lost, All Settlers (5+/13+)
5-6 Tragic Losses 2D Structures Roll 10- or Destroyed, ½ Crops Ruined, All Settlers (10+/16+)
7-8 Barely Survived 1D Structures Roll 10- or Destroyed, ¼ Crops Ruined, All Settlers (10+/19+)
9-10 Narrrow Defeat 1D Structures Roll 15- or Destroyed, 1/10 Crops Ruined, All Settlers (15+/20)
11-12 Narrow Victory 1D Structure Roll 19- or Destroyed, 1/10 Crops Ruined, 2D Settlers (15+/20)
13-14 Gave ‘em Hell 1D Structure Roll 19- or Destroyed, 1D Crops Ruined on 10+, 1D Settlers (15+/20)
15-16 Strong Defense 1D Structures Roll 20 or Destroyed, 1D Crops Ruined on 15+, 1D Settlers (15+/20)
17-19 Fought Hard 1D Crops Ruined on 20, 1D Settlers (20/X)
20+ Unscathed No Damage, No Losses, No Injuries, -2 Temptation next Raid Check
Settlement Footprint
Settlement Size Plots Crew Needed Clearing Time Junk Recovered
Small Settlement 10 2+ 1 Week 10d20
Medium Settlement 20 3+ 2 Weeks 20d20
Large Settlement 30 6+ 3 Weeks 30d20
Enormous Settlement 50 8+ 4 Weeks 50d20
Structures
Structure Plots Effects Resources
Outhouse 1 +1 Happiness (if 1 per 10 Settlers) 8 Common
Small Shack 1 Houses 4 Settlers or 1 Store 50 Common
Large Shack 2 Houses 8 Settlers or 2 Stores 75 Common
Small Hall 1 Houses 4 Settlers (-1 Happiness) or 2 Stores 50 Common
Medium Hall 2 Houses 6 Settlers (-2 Happiness) or 4 Stores 75 Common
Large Hall 3 Houses 8 Settlers (-3 Happiness) or 6 Stores 100 Common
Door -- Provides Secure Entry Point 6 Common
Power Conduit -- Attaches structure to power grid 5 Common, 2 Uncommon
Settlement Rules
Defenses
Item Defense Notes (Requirements) Resources
Gate +0 Limits Access Points 25 Common
Fence +0 +1 Raid Outcome Settlement Plots x 12 Common
Junk Wall +0 +3 Raid Outcome Settlement Plots x 36 Common
Guard Post +2 (1 Plot, 1 Settler) 14 Common
Guard Tower +3 (1 Plot, 1 Settler) 18 Common
Spotlight +2 (2 Power) 8 Common, 5 Uncommon, 1 Rare
Tesla Arc Trap +2 (1 Power, Science 2) 2 Common, 3 Uncommon, 1 Rare
Radiation Emitter +2 (1 Power, Science 2) 4 Common, 2 Uncommon, 3 Rare
Flamethrower Trap +3 (1 Power) 7 Common, 18 Uncommon
Machinegun Turret +5 -- 8 Common, 5 Uncommon
Hvy Machinegun Turret +8 (Gun Nut 1) 10 Common, 8 Uncommon
Shotgun Turret +8 (2 Power, Gun Nut 2) 6 Common, 17 Uncommon, 5 Rare
Laser Turret +8 (2 Power, Science 1) 8 Common, 10 Uncommon, 9 Rare
Hvy Laser Turret +12 (2 Power, Science 3) 3 Common, 14 Uncommon, 16 Rare
Missile Turret +15 (2 Power, Gun Nut 3) 6 Common, 22 Uncommon, 6 Rare
Power
Item Power Notes (Requirements) Resources
Windmill Generator 3 Pts (1 Plot) 15 Common, 16 Uncommon
Small Generator 3 Pts (1 Plot, Science 1) 7 Common, 7 Uncommon
Medium Generator 5 Pts (1 Plot, Science 2) 11 Common, 9 Uncommon
Large Generator 10 Pts (1 Plot, Science 3) 4 Common, 33 Uncommon, 3 Rare
Fusion Generator 100 Pts (1 Plot, Science 4) 2 Common, 67 Uncommon, 20 Rare
Power Grid -- Per Item Linked to Grid 3 Common, 1 Uncommon
Lights
Location Pwr Need Effect (max +5 happiness) Resources
Small Shack 2 +1 Happiness 6 Common, 2 Uncommon
Large Shack 4 +1 Happiness 12 Common, 4 Uncommon
Small Hall 2 +1 Happiness 6 Common, 2 Uncommon
Medium Hall 4 +1 Happiness 12 Common, 4 Uncommon
Large Hall 6 +1 Happiness 18 Common, 6 Uncommon
Settlement Plot Streetlights 2 +1 Happiness 40 Common, 4 Uncommon
Bedding
Item Effects Resources
Sleeping Bag Sleep 3 Hrs Maximum + Disease, Portable 3 Common
Mattress (on floor) Sleep 5 Hrs Maximum + Disease 6 Common
Single Bed Allows 1 Person to Sleep 8 Common
Double Bed Allows 2 People to Sleep 10 Common
Water
Resource Water Requirements Resources
Manual Pump 3 1 Plot per 4 Pumps 5 Common, 1 Uncommon
Powered Pump 10 1 Plot per 2 Pumps, 4 Power 25 Common, 12 Uncommon
Purifier 10 1 (water) Plot per Pump, 2 Power 19 Common, 4 Uncommon
Industrial Purifier 40 1 (water) Plot per Pump , 4 Power 36 Common, 14 Uncommon
Settlement Rules
Crops
Crop Food Requirements Resources
Carrot 0.5 1 Plot & 1 Settler per 12 1 Carrot
Corn 0.5 1 Plot & 1 Settler per 12 1 Corn
Gourd 0.5 1 Plot & 1 Settler per 12 1 Gourd
Melon 0.5 1 Plot & 1 Settler per 12 1 Melon
Mutfruit 1 1 Plot & 1 Settler per 6 1 Mutfruit
Razorgrain 0.5 1 Plot & 1 Settler per 12 1 Razorgrain
Tato 0.5 1 Plot & 1 Settler per 12 1 Tato
Brahmin Trough -- 1 Plot (Feeds 2 Brahmin) 10 Common
Miscellaneous Settlement Items
Item Effect (Requirements) Resources
Bathtub +1 Happiness (if 1 per 10 Settlers) 10 Common
Bench Seats 3 6 Common
Bookshelf -- 8 Common
Cabinet, Large -- 8 Common
Cabinet, Small -- 4 Common
Chair Seats 1 8 Common
Couch Seats 3 16 Common
Desk -- 6 Common
Doghouse +1 Happiness (if Dog present in Settlement) 4 Common
Dresser -- 6 Common
Flag -- 5 Common
Footlocker -- 6 Common
Games/Entertainment +1 Happiness (in 1 per 10 Settlers) 5 Common
Jukebox +2 Happiness 6 Common, 2 Uncommon, 2 Rare
Magazine Rack Holds 20 Magazines (+1 Happiness if full) 5 Common
Radio -- 4 Common, 2 Uncommon
Recruitment Radio Beacon Attracts 1D Settlers/Week (1 Power) 14 Common, 6 Uncommon, 4 Rare
Robot Recharge Station Supports 1 Robot (Science-2) (2 Power) 15 Common, 6 Uncommon, 2 Rare
Rug, Large -- 6 Common
Rug, Small -- 3 Common
Scavenging Station 10 Junk to 10D Resources/Week (1 Settler) 8 Common
Stool Seats 1 4 Common
Table, Large Fits 8 10 Common
Table, Medium Fits 6 8 Common
Table, Pool +1 Happiness (maximum) 16 Common
Table, Small Fits 4 6 Common
Toilet +1 Happiness (if 1 per 5 Settlers) 6 Common
Trunk -- 8 Common
Long Term Living (Daily Costs)
Quality Food Cost Rads** Beverage Cost* Rads** Food Vendor Required
Subsistence 10 2D 0 3D None
Poor 20 1D 5 2D Drink Stand
Average 50 0 20 1D Bar
Well 75 0 40 0 Restaurant
*if no purified water available for free **2 Rads may be eliminated for 15 Caps
Settlement Rules
Storefronts
All Storefronts require one assigned settler to operate.
Max Weekly Monthly
Shop Rarity Cap Limit Effects* Return Resources to Establish
Armor (Non-Powered Armor)
Armor Stand 1 250 +1 Defense 1d20 8 Common, 500 caps
Armor Shop 3 500 +2 Defense 3d20 12 Common, 1,000 Caps
Armor Emporium 4 1,500 +4 Defense 5d20 16 Common, 3,000 Caps
Clinic (Chems, Healing)
First Aid Station 1 300 +2 Happiness 1d20 8 Common, 600 Caps, Medic Perk
Clinic 3 600 +4 Happiness 3d20 12 Common, 1,200 Caps, Medic Perk
Surgery Center 4 900 +8 Happiness 5d20 16 Common, 1,800 Caps, Medic Perk
Clothing (Clothing, Outfits & Headgear)
Clothing Stand 1 100 +1 Happiness 1d20 8 Common, 200 Caps
Clothing Shop 2 200 +2 Happiness 2d20 12 Common, 400 Caps
Clothing Emporium 3 500 +4 Happiness 3d20 16 Common, 1,000 Caps
Food & Drink (Food & Beverages)
Drink Stand 1 125 +2 Happiness 1d20 8 Common, 250 Caps
Bar 3 250 +4 Happiness 3d20 12 Common, 500 Caps
Restaurant 4 750 +8 Happiness 5d20 16 Common, 1,500 Caps
Trader (General Goods, Resources)
Trade Stand 1 200 +1 Happiness 1d20 8 Common, 300 Caps
Trade Shop 3 400 +2 Happiness 3d20 12 Common, 600 Caps
Trade Emporium 4 1,000 +4 Happiness 5d20 16 Common, 1,500 Caps
Weapons (Weapons & Ammo)
Weapon Stand 1 250 +2 Defense 1d20 8 Common, 500 Caps
Weapon Shop 3 500 +4 Defense 3d20 12 Common, 1,000 Caps
Weapon Emporium 4 1,500 +8 Defense 5d20 16 Common, 3,00 Caps
*Only the highest bonus from each type of shop is counted. Multiple shops of the same type do not stack
The Monthly return is held for investors to claim when they wish
Trade Routes
Raid Monthly
Type Bonus* Chance** Guard Cost*** Resources to Establish
Provisioner +1D 17+ 20 8 Common, 1 Brahmin, 1 Settler, 200 Caps
Caravan +2D 18+ 40 16 Common, 2 Brahmin, 2 Settlers, 400 Caps
Caravan Network +4D 19+ 80 32 Common, 4 Brahmin, 4 Settlers, 800 Caps
* Bonus Luck dice to determine if settlement shop has an item
** A Raid degrades the caravan to the next lower type, Provisioners just disappear
*** Guards provide a -1 modifier to the roll for Raid Chance
Settlement Rules
Random Settler Types
Roll once on each table (as necessary) to determine new settler specifics
D20 Type Notes
1-15 Human Roll Age/Gender Below
16-18 Ghoul Roll Age/Gender Below, +5 on Age Chart
19 Brahmin Free Brahmin!
20 Other Dog, Cat, Robot, etc… (Overseer’s Choice)
D20 Age . D20 Gender
1-2 Teen (13-18) 1-10 Male
3-6 Young Adult (19-24) 11-20 Female
7-11 Adult (25-40)
12-15 Middle Aged (41-55)
16-18 Older (56-65)
19-20 Senior (66+)
D20 Archetype Personality Description
1 Aristocrat: Bossy, elitist, snobbish, self-absorbed and power-hungry
2 Artist: Creative, imaginative and entertaining
3 Bully: Demanding, confrontational, forceful, selfish and intimidating
4 Caregiver: Helpful, parental, compassionate, gentle and kind
5 Complainer: Pessimistic. Tends to whine about things constantly, never satisfied
6 Everyman: Down to earth, common person, a realist. Very easy-going
7 Explorer: Curious, innovative and free-spirited, loves to be on the move
8 Hero: Courageous, dedicated, leader, competent. Protective of others.
9 Innocent: Naïve, inexperienced, optimistic, and gullible dreamer.
10 Inventor: Analytical, innovative, risk-taking and intelligent
11 Jaded: Seen it all, done it all and unfazed by most things
12 Jester: Funny, frivolous, impractical lighthearted and playful.
13 Loner: Antisocial, independent and quiet. Non-engaging with others
14 Lover: Sensual, lascivious, flirtatious & passionate
15 Manipulator: Controlling, selfish and often deceitful for their own benefit
16 Rebel: Non-Conformist, disruptive, untrustworthy. An outlaw.
17 Sage: Wise, scholarly, philosophical & contemplative. Often gives advice.
18 Traumatized: Frightened, paranoid and distrustful of strangers, always nervous
19 Unstable: Mentally ill, prone to disruptive behaviors and outbursts
20 Zealot: Consumed by, and dedicated to, some faction, religion or philosophy
Settlement Rules
Settlement Name: _____________________________ Location: _____________________________________
Size: ___________________________ Total Plots: __________ Land Plots: __________ Water Plots: __________
Population: __________ Temptation: __________ Defense: __________
Food: __________ Water: __________ Beds: __________
Power: __________ Drain: __________ Happiness: __________
Settlers
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Settlement Rules
Settlement Plots
Plot Improvements Adjustments .
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Settlement Rules
Plot Improvements Adjustments .
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Settlement Rules
Additional Settlers
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