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Settler's Guide Book is a supplement book for Fallout: The Roleplaying Game created by Modiphius using licensed intellectual property from Bethesda Softworks and the Fallout franchise. Settler's Guide Book was the first supplement book released, with Wanderer's Guide Book releasing right after.

Additional origins[]

Perks[]

Perk table
Name Level req. Other reqs. Ranks Benefit
All Night Long Level 16 not a robot 1 During nighttime hours—after sunset and before sunrise—your hunger and thirst states do not reduce. When calculating the hours of time to become more hungry or thirsty, ignore the hours of progress to moving down the Hunger States and Thirst States tables (Fallout: The Roleplaying Game Core Rulebook, p.191). Every two days you are starving, you gain 1 Fatigue, instead of every day.
Ammosmith Level 2+ INT 7 3 Sometimes you have the wrong bullets for the right gun, and somehow you make it work with the materials that you have. You can craft a single piece of ammunition using materials at a weapons workbench treating its rarity as its complexity (Fallout: The Roleplaying Game Core Rulebook, p.211).

At rank 1, you can craft ammunition up to rarity 1.

At rank 2, you can craft ammunition up to a rarity of 3. Additionally, you can now dismantle ammunition gaining half of the materials normally required to craft the ammunition (rounded down to a minimum of 1).

At rank 3, you can craft ammunition up toa rarity of 5. When crafting ammunition, you can roll a number of E equal to 6 reduced by the rarity of the ammunition being crafted. Every hit rolled increases the amount of ammunition crafted by +1. For every effect rolled, double the amount of ammunition crafted.

Each time you take this perk, the level requirementincreases by 4.

Bodyguards Level 5 Charisma 8 1 Each player character and companion (other than you) within Close range of you increases your Damage Resistance and Energy Resistance by +1.
Community Organizer Level 1+ CHA 5, END 5 3 Even in the worst of days, you find a way to bring people's spirits up and maintain a thriving settlement. For each rank of this perk, your community gains +1 Food and +1 Defense per day so long as the resource is maintained by at least one person. Additionally add +1 B for the settlement actions Hunting and Gathering as well as Scavenging.

Each time you take this perk, the level requirement increases by 3.

Contractor Level 2+ CHA 5, INT 5 3 When building structures for your settlement, you know how to make the process faster, cheaper, and overall more efficient. At rank 1, when you start constructing something, you can reduce the number of materials required to construct something by half (to a minimum of 1 unit of each material type), decreasing the overall Happiness by 2. You can double the amount of construction time required to ignore the reduction in Happiness.

At rank 2, you can have a person take a settlement action to construct an object even if they do not have the required skill. Doing so reduces the settlement's overall Happiness by 1. If you have at least one person working on the construction object that has the skill, then you can ignore the reduction in Happiness.

At rank 3, you can have a person take a settlement action to construct an object even if they do not have the required perk, but at least one person working on the object still must have the perk.

Each time you take this perk, the level requirement increases by 4.

Covert Operator AGI 8 1 When you make a ranged sneak attack with a small gun or energy weapon, the damage is increased by +2 Die. You cannot gain this benefit while in Power Armor.
Enforcer (perk) Level 12 AGI 9 1 When you make a ranged attack with a shotgun and target a specific location, your attack gains the Debilitating quality
Green Thumb Level 4 PER 4 1 When you spend time foraging and roll on the Foraging table (Fallout: The Roleplaying Game Core Rulebook, p.202), you gather 2 items, plus an additional 2 for every AP spent.
Gun Runner Level 4 AGI 6 1 When you take the Sprint action when you have a one-handed ranged weapon in hand, you may spend 1 AP to move one additional zone.
Happy Camper Level 3+ CHA 7, END 6 2 At rank 1, if your hunger state is full or sated, and you have set up a camp with a source of heat like a campfire, your hunger does not deteriorate.

At rank 2, if your thirst state is quenched or hydrated, and you have set up a camp with a source of heat like a campfire, your thirst does not deteriorate.

Each time you take this perk, the level requirement increases by 4.

Hired Help CHA 7, don’t already have a companion 1 Some wastelanders are lone wanderers—not you! You gain the ability to recruit a humanoid companion. You gain an allied NPC creature that follows your commands (Fallout: The Roleplaying Game Core Rulebook, p.338). Your companion can care for their own food and beverages, and they recover from injuries as a player character would and can benefit from healing. Options for companions for this perk can be found later in Chapter 3: Companions and Automatrons, p.62. If your companion is slain, you can recruit a new companion before the next quest, or you may trade this perk for a different one after this quest.
Home Defense Level 5+ INT 6 2 You can set traps to protect your property from intruders! At rank 1, you can craft traps from the Traps section, p.189. Traps have a complexity of 2 and require the components for a complexity 2 item. If you fail the INT + Repair test, your trap misfires resolve the trap’s effect against yourself.

At rank 2, when you fail the INT + Repair test to set the trap it does not misfire. Instead you succeed at cost, and the gamemaster creates a complication related to the trap (1.е., it is easier to spot, deals less damage, or otherwise doesn't work as intended).

Each time you take this perk, the level requirement increases by 5.

Homebody Level 5+ END 6 2 You do not need to sleep while in а settlement you belong to recuperate.

At rank 1, when you spend an hour in a settlement you belong to or manage, roll a number of ЕЗ equal to your Endurance rank, and regain its result in HP.

At rank 2, you regain an additional hit point per Effect rolled. Whenever you make an END + Survival test to recover from an injury, the difficulty is reduced to a maximum of 2 (light activity on the Injury Recovery Difficulty table, Fallout: The Roleplaying Game Core Rulebook, p.35).

Each time you take this perk, the level requirement increases by 5.

Local Leader level 2+ CHA 6 2 You are the person that people turn to, and with that have a certain amount of influence on the development of settlements and communities. At rank 1, you can establish a supply line between two settlements you have a reputation rank of at least Friendly (3) with (see Chapter 2: Settlements, All of the Comforts of Home, p.52).

To establish a supply line, you must have at least one available settler in either settlement to make the shipments. Once established, any available supplies or resources in one settlement can be made available in another settlement so long as that settlement's Happiness is greater than the number of people in the settlement.

At rank 2, you can request the construction of various stores and crafting tables in a settlement. This rank is required for a settlement to add Trading Stores, Clothing Stores, Armor Stores, Weapon Stores, Drinking Establishments, and Medical Establishments, as well as an Armor Workbench, Chemistry Station, Cooking Station, Power Armor Station, Weapons Workbench, and a Robot Workbench.

Each time you take this perk, the level requirement increases by 5.

Lock and Load (perk) Level 2+ STR 7 3 When you make attacks with a big gun with a fire rate greater than 0, its fire rate increases by 1 per rank in this perk.

Each time you take this perk, the level requirement increases by 4.

Mechanical Menace/Class Freak CHA 6 1 The Mechanical Menace perk affects robots, while the Class Freak perk affects mutated humans—they are otherwise identical. Whenever a creature NPC with the chosen keyword would attack you, roll 1 Die. Оп any result other than an effect, the creature chooses not to attack you. However, it may still attack another character it can target. In addition, when you attempt a CHA based skill to influence a character with the applicable keyword, you may re-roll 1d20.
Nocturnal Fortitude Level 12 END 6, not a robot 1 At night, your maximum HP is increased by an amount equal to your END. When you increase your maximum HP, you gain the same amount of additional current HP. When the effect ends, your maximum HP is reduced back to normal, but your current HP remains unchanged unless it is above your maximum (in which case, it is reduced to your maximum).
Pannapictagraphist LCK 5 1 Whenever you roll randomly to obtain a magazine from the Random Publication or the Issues tables (Fallout: The Roleplaying Game Core Rulebook, р.172-180), you may re-roll the result if your original result is a magazine or issue you have already found.
Pharmacist Level 2+ INT 8 3 RadAway you administer now heals 2 additional Radiation damage. At rank 2, it heals an additional 3 Radiation damage, and at rank 3 it heals an additional 4 Radiation damage.

Each time you take this perk, the level requirement increases by 6.

Photosynthetic Level 5+ END 7 2 When you are in direct sunlight you regenerate 1 HP every hour. At rank 2 you regenerate 2 HP every hour in direct sunlight.

Each time you take this perk, the level requirement increases by 10.

Quack Surgeon Level 12+ CHA 7 1 When you attempt a First Aid action on an ally, you may use an alcoholic beverage on your patient as part of the action. The patient heals additional HP equal to the amount the beverage normally heals, if any, and allows you to heal 2 HP per AP spent. The ally also receives the benefits (and drawbacks) of consuming the beverage.
Rejuvenated Level 12+ END 7, not a robot 1 When you are full (the highest hunger state), your maximum HP increases by +2, you may re-roll 1d20 on all STR-based skill tests, and being full lasts for twice as long. When you are quenched (the highest thirst state), you may re-roll 1d20 on all END-based skill tests, you generate one free AP at the start of each of your turns in combat, and being quenched lasts twice as long.
Retribution Level 2+ END 8, LCK 8 3 If you do not take damage from an attack due to your Damage Reduction (DR), recover +1 HP and add 1 AP to the group pool. This effect can only trigger once per round of combat per rank you have in this perk.

Each time you take this perk, the level requirement increases by 5.

Robot Wrangler INT 5, don't already have a companion 1 You choose to travel the wilderness with robotic company. You have a robot companion that serves as a friend and ally in the hazards of the wasteland. You gain an allied NPC creature that follows your commands (Fallout: The Roleplaying Game Core Rulebook, p.338). They cannot recover from injuries or heal health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, Chapter Two: Combat, Healing Robots, p.34), but do not require food or beverages nor can they gain benefit from consuming them or using chems.

Options for robot companions for this perk can be found in Chapter 3: Companions and Automatrons, p.62. If your robot is destroyed, you either attempt to repair it, find or purchase a new one before the next adventure, or you may trade this perk for a different one after this quest.

Squad Maneuvers CHA 7 2 At rank 1, whenever you travel across the wastes at a hurried pace, you can maintain that pace for one additional hour by passing a CHA + Survival test with a difficulty of 1, and one further additional hour by spending 2 AP (for a maximum of 3 hours at a hurried pace).

At rank 2, you can coordinate your allies to join you in combat. When you spend 1 AP to take an additional Move minor action, you can move an ally in the zone you end your movement in to within reach of you by spending another 1 AP.

Super Duper Level 3+ LCK 6 3 Whenever you craft an item, roll 1 Die. If you roll any Effects, you regain half the components you spent rounding down. Check each rarity of the components separately and regain half of each, rounding down. At rank 2, you roll 2 Die. At rank 3, you roll 3 Die.

Each time you take this perk, the level requirement increases by 4.

Taking One for the Team Level 1+ END 7, CHA 6 3 At rank 1, whenever a creature NPC would roll to damage an ally in the same zone as you, roll 1 B. On any result other than Effect, you take the damage from the attack instead. This effect can only trigger once per round of combat per rank you have in this perk.

At rank 2, if you take damage from the attack after calculating damage reduction, add 1 AP to the pool for each rank you have in this perk.

At rank 3, after you have taken the damage you and the ally can reroll 1d20 on the next attack you make against the target that attacked for each rank you have in this perk.

Each time you take this perk, the level requirement increases by 4.

Tinkerer END 5, INT 5 1 You reduce the difficulty of repairing a robot through the first aid action to the number of injuries that it has sustained, increasing the difficulty of the test by +1 if you are attempting to repair yourself. Additionally, you can tinker and clean a robot for up to an hour, increasing the maximum HP of the robot by +2 for 24 hours or until the robot sustains an injury.
True Friends PER 6, CHA 6 1 Making friends is second nature for you, and more importantly the friendships that you form are stronger than most. At rank 1, when a reputation test results in decreasing your reputation with a faction or settlement, you can roll a number of B equal to your current reputation. If you roll at least one Effect your reputation does not change. You must increase your reputation by 1 before you can use this perk with the same faction or settlement again.

At rank 2, when you perform an action that would increase the affinity with an individual, faction, or settlement you can roll а CHA + Speech test with a difficulty of 3. With a success, you can instead increase the infinity by 2. With a failure on the test, the affinity does not change. You must increase the affinity by 1 before you can use this perk with the same target

Factions[]

Characters[]

Returning[]

The following characters from Fallout: New Vegas and Fallout 4 are mentioned by name or appear in Settler's Guide Book.

Generic NPCs[]

Creatures[]

Robots[]

Items[]

Gear[]

Consumables[]

Misc[]

Behind the scenes[]

The cover art and character illustrations for the Settler's Guide Book were made by Victor Maristane. The cover art in particular was the first piece drawn by Maristane after his hiring by Modiphius.[1]

Gallery[]

References[]

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