Wikia

Nukapedia

Reservation design document/2

Talk0
17,573pages on
this wiki

< Reservation design document

Publication
Reservation design document/2
VB design document
Statistics
authorDamien Foletto
publisherInterplay (leaked internal document)
release dateJuly 14, 2005
downloadsee main page of document
Connection
Reservation design document
previous:
Part 1
next:
Part 3
 
Gametitle-VB
Gametitle-VB
Gametitle-VBThe following is based on Van Buren and has not been confirmed by canon sources.

This is part 2 of the Reservation design document for Van Buren, the canceled Fallout 3 by Black Isle Studios.

Contents

1 Main page of document
3 Part 2
Document start icon The following is the original document or a transcript thereof.

Emotional Porn

VB DD12 deco 2

Drama

  • Helping the ghouls to further the player's goals, or sabotaging the ghouls to help free the human slaves (not really mutually exclusive, but freeing the slaves will really piss off the ghouls).
  • Ruin the ghouls' attempts at finding a way to procreate.
  • By helping the ghouls, the player elevates the chance of human extinction in the long run.
  • Help the ghoul dissenters overpower Willem and his cohorts so they can take over the Reservation and attempt peaceful coexistence with the other organizations – or at least live in bitter solitude and not bug anyone else.
  • Expose the ghoul dissenters so Willem and his cohorts may further their dream of taking over the Promised Earth.
  • Mercy kill the poor slobs baking in the gestation tanks in the procreation lab.

Other Role-Playing Tests and Epithets

Ties to Overall Game Themes

  • Helping one group invariable ruins another.
  • Evil is subjective: The ghouls are in a dire predicament. If they do not find a way to procreate, they will become extinct. However, helping the ghouls will not only cause the deaths of humans, but may cause the human race to become extinct. Are humans evil for trying to destroy the ghouls, or are the ghouls evil for trying to survive as a new species?
  • Deception. Not everything is as it seems, and not everyone is truthful about their motivations.

NPC Companion Uses

Art Requirements

Generic NPCs

Dr. Willem Clark (Male – Ghoul)

VB DD14 npc Willem Clark

(Sub-Level 3 – Christ-like leader of the Reservation ghouls. Similar in mentality to Colonel Walter E. Kurtz (Marlon Brando) from Apocalypse Now.)

Importance – Major (though I like to think of him as Epic)
Level – 20+
Age – 200+
STATS
ST - 04
PE - 05
EN - 07
CH - 05
IN - 08
AG - 07
LK – 06
Traits – Gifted; Finesse
PerksAction Boy, Gain CHA, Living Anatomy; Tag!; Toughness
Tag SkillsScience; Firearms; Mechanics; Medic

What is a "savior?" The dictionary tells us it's, "A person who rescues another from harm, danger, or loss." But this is a cold, heartless description. What Dr. Willem Clark has done for his ghouls at the Reservation is more Christ-like than mere savior, or at least that is what Willem would have his followers believe.

Dr. Willem Clark was a gifted nuclear physicist in his smooth skin days. He worked at the Reservation as chief scientist in the nuclear research and development department on Sub-Level 3. Even then he commanded a loyal following of fellow scientists who were in awe of his scientific capabilities and his ability to bring out the best in his colleagues. So, when the bombs fell and everyone was too scared to move, Willem took charge and kept the survivors alive; alive with hope that one day they would all return to the surface and start life anew.

Unfortunately, not everyone made it to that fateful day of returning to the surface. Ten years passed since the bombs dropped when the survivors in the sub-levels decided to come to the surface. They were little more than two-dozen survivors out of nearly one-thousand stationed at the Reservation. But how lucky were they to survive as ghouls? Once on the surface, a dozen ghouls, including Dr. Clark, set out into the wastes to find other survivors like them, or at least similar. The thinking at the time was that all survivors would probably be ghouls, and it would be wise to organize as many as possible into one central location so rebuilding could start.

Days, turned into months, and the months turned into a year. After a year of not hearing anything, the remaining ghouls at the Reservation started to give up hope that any of the original twelve would ever come back. But one did. Dr. Willem Clark not only came back, but he came back with two, possibly three dozen ghouls in tow. When he settled back into the Reservation, he told the others about the prejudice and mistreatment ghouls faced at the hands of smooth skin humans. He then explained to the survivors at the Reservation were given a gift; the gift of life and the ability to adapt to this new, Promised Earth. It became clear to Willem that becoming a ghoul was an evolutionary process in which the ghoul body could withstand, and in fact even prosper in this scorched, radioactive Earth. He declared that he would guide his fellow ghouls into the next age of man; the age of ghouls. The Children of the Wastes would inherit the Promised Earth, and Dr. Willem Clark would guide them the entire way, protecting them form the cruelty of the smooth skins, but training them for their eventual uprising against their oppressors.

For nearly two centuries, Willem Clark brought ghouls from all over the wastes to the Reservation. Some stayed topside, happy to eke out an existence among the debris, while others took to the Sub-Levels of the Reservation. Those who went to the Sub-Levels enjoyed fruitful, meaningful work and much better accommodations than were topside.

Willem reveled in his little kingdom, and his ghouls began to look upon Willem as their lord and savior. They worshipped him in such a way as to deify him. Soon, Willem eventually began to think of himself as a deity, and became more reclusive over the last fifty or so years. He finally came to a point where he never left his room on Sub-Level 3 and only communicated to his fellow ghouls through computer screens placed throughout the facility. When he communicated, he would only reveal his mouth over the screen, for he felt should any of his followers look into his eyes, they would burn under his magnificence - such was his ego. When one did get the chance to speak with Willem, he would often refer to himself in the third person and put his sentences together in such a way as to sound like he was reciting scripture. Due to his high intelligence, no one was able to convince him otherwise of being a holy savior, and nobody probably could. He would continue to lead his people to the Promised Earth until his dying day, but no one knows when that will be, if ever.

Scripting stuff goes here

Measles (Male – Born Ghoul)

VB DD14 npc Measles

(Reservation Trading Post – Willem's right hand ghoul, oversees trade during the day, joinable CNPC with a hidden agenda.)

Importance: Major
Level: 12-ish
Age – 20
ST - 05
PE- 07
EN - 06
CH - 02
IN - 05
AG - 08
LK - 10
Traits – Gifted; Finesse
PerksAction Boy; Thief; More Criticals; Banzai
Tag SkillsLockpick; Melee; Sneak

Measles is one of three personal body guards to The Reservation's leader, Willem Clark. Measles is one of a very few (can-be-counted-on-one-hand few) ghouls who was conceived rather than transformed by radiation. At quick glance, Measles looks pretty much like any other ghoul; scabby, gray-green skin that is pealing away from the bone on certain parts, little to no hair, yellow eyes, etc. But upon closer examination, Measles' scabs, lesions, hair patches, and teeth gaps seem very uniformed, almost as if they were meant o be there and serve a function. Maybe this is the result of the breeding process, maybe Measles just got lucky, no one really knows for sure. But what is known is that Measles is a gifted hand-to-hand and melee fighter. He seems to know exactly where to hit someone to cause the most damage possible, which is quite unexpected from a skinny ghoul. But this is one of Measles' greatest strengths – deception. Measles' unassuming posture and meek appearance makes all foes not think twice about him being a threat. However, by the time the shit hits the fan, the cocky enemy is laying face first in a puddle of his own blood and urine. Measles gets his strange name from his two large, bulbous-like tumors that stick out from his neck like a severe case of measles... well, that and his strange fascination with children's diseases. It's this fascination that also allowed him to be a fairly good scientist and pretty good at field medicine. Oh, and I should add that he hates humans, but will go with the player if Willem orders him to, is only hospitable to other ghouls, has a hidden agenda that differs from the PC's, and is willing to critically hit the PC in the back of his head, ghoul or not, to make sure his agenda sees the light

Measles' Secret Agenda – Willem Clark, the Ghoul-Jesus-like leader of the Reservation, wants to know about the other settlements in the wasteland; how big, how organized, and most importantly, are any of them a threat to the Reservation. Willem will order Measles to go with the PC (if the PC wants him), under the guise of curiosity, exploration, and the hopes of establishing trade through a rail system. Once Measles feels he has learned enough (basically, after visiting Hoover Dam, New Canaan, and as a bonus, the Grand Canyon for its uranium mines), he will request to go back to the Reservation to give a report to Willem Clark.

In a nutshell – Willem has built a "dirty" bomb out of what uranium was left in the nuclear missile labs in the Reservation, and he wants to deliver, via rail and Nuclear Nellie, said dirty bomb to the community he perceives as his biggest threat. The bomb is meant to slow down the community's progress and hopefully dissipate the people after radiation sickness kicks in.

So, the second hub of Measles' mission is to establish a rail system, with the PC's help, between the Reservation and either Hoover Dam or New Canaan. Willem's preference on which to bomb is TBD. I'm thinking it will depend on how much the PC helped each community to better itself or screw it up. Willem will then bomb the "better off" community – i.e. the community most likely to prosper. Willem will then mount Nuclear Nellie on his makeshift train, park the railcar about thirty miles outside his enemy's location, and fire his dirty bomb out Nellie's massive barrel.

Lastly, if the PC has been through the Grand Canyon and discovered the uranium mines, Willem will want a rail system to go there so he can mine more uranium. His ultimate goal; eliminate all possible threats, use the newly mined uranium to make a dirty bomb arsenal – or maybe even a couple of nuclear bombs if there's enough material – perfect the ghoul procreation process, and wipe out all the smooth skins so the "Children of the Wasteland" may rule the Earth.

Scripting stuff goes here

Hank (Male – Ghoul)

VB DD14 npc Hank

(Reservation Trading Post – Weapons and ammo trader, has a crush on Jillian, not aware of Betty's feelings.)

Importance: Intermediate
Level – 8-10
Age - 120
STATS
ST - 04
PE - 07
EN - 05
CH - 02
IN - 06
AG - 06
LK – 05
Traits –
Perks
Tag Skills

The Reservation Trading Post is known among the seedier crowd to be a great place to purchase weapons, particularly firearms and ammo. While supplies are limited to metal and gunpowder resources available to the ghouls, the Reservation can still boast a superior cache of firearms to practically anywhere in the wastes.

The Reservation's leading vender of firearm sales is a pleasant ghoul, named Hank. Hank is physically non-threatening and does not convey the same hostility towards smooth skin humans as his kin. He will treat any and all customers with equal pleasantries and try to give the best deal possible. He is very informative about the different weapons he sells, as well as any weapon that seems new to the wasteland. And, he has no problem explaining the best uses of any of the weapons he sell.

Hank is also a quiet dissenter. He does not agree with Willem Clark's plans and philosophies, but he is very reluctant to tell anyone. Evidently, the punishment for dissent is to strip the dissenter of all earthly possessions and caste them into the wasteland. From there, the dissenter's life can be measured in hours instead of years. This little deterrent keeps Hank's mouth shut about opposition, and he will openly praise Willem's work. A trustworthy player can possibly get Hank to slip here and there, especially when it comes to Willem's plans of genocide and domination.

Hank's feelings of dissent are not that uncommon for newuns - a term used for ghouls who have been at the Reservation for less than fifty years. At first, the prospect of living in a well protected facility with plenty of working power and fellow ghouls sounded like Shangri la. However, when Hank heard the rumblings of Dr. Willem Clark's plans to do away with humans with dirty bombs, he had his doubts. The red flag really went up for Hank when he heard that human slaves were being experimented on to aid in the ghoul procreation process. He did not really have anything against owning slaves, he knew that it was a necessary evil in some parts of the wastes, but he was of the mind that slaves should be well taken care of to get the most use out of them. And torture certainly was not an option, let alone invasive experimentation. No, he did not approve of Willem's plans, but Hank was far too scared to ever speak out against Willem.

Finally, Hank happens to have a bit of a crush on his smooth skin slave, Jillian McKinley. He acquired Jillian one day from Measles himself. Measles told Hank that this smooth skin slave was special and would serve better helping him with weapon and ammo sales and acquisitions than shoveling coal in the smith. And Measles was correct. Jillian was almost as knowledgeable about firearms as Hank and proved an invaluable asset. This only fueled Hank's longing for Jillian, but Hank also knew that Jillian could never fall for him. So Hank kept his crush to himself and treated Jillian with surprising respect, allowing her to work alongside him at all times, albeit through a radiation suit.

Betty (Female – Ghoul)

VB DD14 npc Betty

(Reservation Trading Post – Armor trader and has a crush on Hank)

Importance: Intermediate
Level – 8-10
Age - 120
STATS
ST - 04
PE - 07
EN - 05
CH - 02
IN - 06
AG - 06
LK – 05
Traits –
Perks
Tag Skills

Betty is Hank's counterpart in the sales department. She specializes in armor, particularly leather and metal armors. Her knowledge about leather and metal armors is second to none in the wasteland, and she will be the first to tell you so.

Betty does not have the nice demeanor of Hank. In fact, she is quite belligerent and will not tolerate a lot of lollygagging. Get in, buy it, shut up, and leave, is her mantra for smooth skins. The less time she spends with humans, the happier she is.

The one little tidbit about this feisty little ghoul is that she has a big crush on Hank. However, she knows Hank has the hots for Jillian, and is not confident enough to try and step in. In any other circumstance, she would just kill Jillian and be done with her competition, but Jillian is Hank's property and killing her would subject Betty to the Endless Walker – the punishment in which a ghoul is stripped of every worldly possession, including clothing, and sent marching into the wasteland. No ghoul has ever come back from the Endless Walk.

Scripting stuff goes here

Jillian McKinley (Female, Human)

VB DD14 npc Jillian McKinley

(Reservation Trading Post – Hank's slave and escaped Big MT prisoner.)

Importance: IntermediateLevel - 11

STATS
ST - 05
PE - 07
EN - 05
CH - 07
IN - 08
AG - 07
LK – 05
Traits – TBD
PerksGifted,
Tag SkillsFirearms (110%), Mechanics (120%), Science (110%)

Jillian McKinley[1] is one of the vital escaped prisoners. Like many of her escapee comrades, she carries one of the New Plague mutations – a piece in a large and lethal puzzle that the player needs, and the same virus that inhabits player's own body.

Jillian is a striking woman in her late thirties, despite her unkempt, "wasteland" look when the player finds her. Her looks are only exceeded by her intelligence and skill with mechanics and science (it's rumored that her family came from an actual vault, which explains her high mechanical and science knowledge, but she never talks about her family – possible PC dialogue quest). It is because of this intelligence, and her enviable skill with all things mechanical, that her life was spared the ghoul procreation process; a process that is usually fatal to humans. The ghouls found her ability with tools and cognitive thinking both refreshing and useful, almost to the point of making her an "honorary" ghoul. So, the ghouls charged her with gun smithing under the direct supervision of Hank, the ghoul gun and ammo smith. Jillian made no protest since the alternative was probably a grotesque and horrifying death.

Jillian was abducted by a retrieval robot not long after the Rusty Hooks found Bloomfield. Like many of her fellow prisoners, she headed out in a direction she was somewhat familiar. Day and night she braved the wastelands, evading creatures of nightmarish size and grotesqueness. She thought she might actually make it to her home, Bloomfield. However, a few days before she reached her beloved home, Jillian was captured by a ghoul patrol and taken to The Reservation as a slave and potential procreation catalyst. Luckily for her, the ghouls discovered her high intelligence and skills in mechanics, and decided to make her a slave.

The player will find Jillian sweating away in a radiation suit in the little trade area on the surface of The Reservation. It will be made clear that the player may not speak to any slaves. However, the player may inquire about purchasing Jillian from Hank, though it will take a very charismatic person with a high speech skill to even get Hank interested in selling Jillian (Hank is far too fond of Jillian, and even shows a bit of affection towards her, mostly because of her skill, which he admires and respects). Other options of acquiring Jillian is proving to the ghouls that the player can be trusted by freeing Harold from his capture and returning him to The Reservation, by foiling a trade scam that a human trader is conducting on the ghouls, by talking the guards into taking the player to meet Willem by saying that the player knows about a hi-tech launch platform that is fairly functional, or by blowing the shit out of the ghouls, though the last option would be very tough due to the sheer number of ghouls and their formidable equipment.

As far as Sid is concerned with Jillian, she couldn't return sooner. He will be ecstatic if the player brings Jillian back to Bloomfield so he can return to his life of background obscurity.

Scripting stuff goes here

Colonel Green (Male – Ghoul)

VB DD14 npc Green

(Reservation Town – Former Army colonel who is the commander of the ghoul guards.)

Importance: Major
Level – 15
STATS
ST - 05
PE - 07
EN - 07
CH - 03
IN - 06
AG - 08
LK – 06
Traits – Finesse; Red Scare
PerksSharpshooter; More Criticals; Better Criticals; Living Anatomy; Gain Agility
Tag SkillsFirearms; Unarmed; Medic

Colonel Green was a career soldier and the head of security and operations at the Reservation during his smooth skin days. He was a hard man who expected things to be done right the first time and would not tolerate whiners. Not much has hanged in two-hundred years.

Colonel Green was not one of the original twelve volunteers to traverse the wasteland in search of survivors. He thought it was a futile cause and wanted to stay back and build up a community at the Reservation, of which he would be the leader. His dream to rule over a tiny empire was shattered when Willem Clark returned from his year long journey with nearly three dozen ghouls. It was like the Messiah returning from a holy pilgrimage. Colonel Green knew he could not compete with Willem after that. Instead, Colonel Green offered his military leadership skills to Willem and formed an elite group of ghoul guards. Under his strict command, he and his ghoul guards became every bit an efficient a warrior as any Enclave or BOS soldier. With the added bonus of high powered rifles, caravans and raiders who know about the Reservation know not to mess with Colonel Green and his crew.

The one snag about Colonel Green is that he is extremely envious and jealous of Dr. Willem Clark's commanding power over his fellow ghouls. In addition, Colonel Green does not agree that taking the fight outward to potential enemies is a very good idea (the whole dirty bomb scenario). Green would prefer to build up the ghouls' arsenal and take a defensive posture – bring the fight to us, if you dare - type of thinking. If he could figure out a way to undermine Willem and seize control, he would be a very happy ghoul.

Horatio (Male - Ghoul)

VB DD14 npc Horatio

(Reservation Trading Post – Slave foreman & master)

Importance: Intermediate
Level – 12
STATS
ST - 08
PE - 06
EN - 07
CH - 03
IN - 05
AG - 07
LK – 06
Traits – Bruiser; Gifted
PerksBonus HtH Damage; Adrenaline Rush; Toughness
Tag SkillsUnarmed; Firearms; Traps

Horatio is a very large ghoul who almost resembles a super mutant. One could surmise that in his smooth skin days he could have been an offensive lineman for pro football or a professional wrestler. Either way, his size carried over to his current ghoul form.

Horatio was one of the followers Willem brought back from his trek into the wasteland almost two hundred years ago. He was so grateful to Willem for brining him back to the Reservation, that he devoted his life to him. At first, Horatio was a bodyguard to Willem. But over time, and when slave trading became regular, Willem put Horatio in charge of all slave trade and slave security. No human would think of revolting against a giant of a ghoul who looked so, well, REVOLTING – at least that was Willem's reasoning.

Horatio does not have much to say unless the player ahs slaves to trade, or the player knows of a potential slave route. Other than that, Horatio will get quickly irritated by an inquisitive player and suggest he either leaves or becomes a slave. If the player is particularly strong and healthy (STR > 6 and END > 6), then Horatio will try to convince the player to inquire about a little experiment that has to do with procreation. Sound interesting, human? Then come with me... *play diabolical music*

One extra – If the player is female and particularly homely (CH < 4), then Horatio will take an interest in the player, possibly shacking up, if the player chooses. Doing so will get the player into the Town area faster than normal. If the player performs particularly well (EN > 7), then Horatio will become enamored with the player and act like a puppy near her. This would allow freer movement within the Town and possible access to Sub-Level 1.

Caius Drusus (Male - Human)

VB DD14 npc Caius Drusus

(Reservation Trading Post – Slave trader for Caesar's Legion)

Importance: Intermediate
Level – 14
STATS
ST - 06
PE - 07
EN - 06
CH - 05
IN - 05
AG - 07
LK – 06
Traits – One Hander; Finesse
PerksAdrenaline Rush; Toughness; Bonus Ranged Damage 2
Tag SkillsUnarmed; Firearms; Traps

Pockets of Caesar's Legions are strewn throughout the FO3 region, and one in particular has developed a fairly lucrative slave trade with the Reservation. The leader, or Centurion Drusus as he calls himself, carries himself with the pomp and dignity one would expect from someone who fancies himself a centurion. Caius also has the air of a seasoned warrior, even from under his heavy environmental suit. He is a commanding presence and is not afraid of being confrontational. He does not wield a shotgun like his soldiers, but he does carry a BIG .45 handgun which he is very capable of using.

Caius will not have much to say to the player except if the player has been to the Twin Mothers and dealt with the raiders there who have an interest in Caesar's Legion. To be blunt, Caius will be blunt and pretty much tell the player to mind his own business unless the player knows of a viable supply of fresh slaves which he and his men can retrieve. Otherwise, piss off!

Dr. Sebastian (Male – Ghoul)

VB DD14 npc Sebastian

(Sub-Level 3 – Obsessed ghoul doctor trying to reproduce ghoul procreation successes.)

Importance: Intermediate
Level – 15
STATS
ST - 04
PE - 07
EN - 05
CH - 02
IN - 08
AG - 08
LK – 05
Traits – Small Frame; Skilled
PerksLiving Anatomy; Medic; Gain Intelligence
Tag SkillsMedic; Science; Mechanics

With Dr. Sebastian, think of Dr. Mengele, but more depraved. Dr. Sebastian is a little ghoul with grotesque features even other ghouls flinch at. However, his grotesque features perfectly match his twisted obsession with finding a repeatable and successful way to procreate ghouls. He savagely goes through human hosts like a butcher through a slaughter house, but with far more verve. He thoroughly enjoys poking, prodding, cutting, and generally making his victims feel as uncomfortable as possible.

Sebastian was once a prominent, upscale plastic surgeon in his smooth skin days. When Willem found him during his long trek, Dr. Sebastian was trying to graft a dead human's smooth skin to his own as a means to at least look human. Willem eventually convinced Sebastian to embrace his ghoul-ness, and to look upon it as a step further into evolution. Sebastian bought into the teaching of the charismatic Willem Clark and followed him back to the Reservation. Many years later, after the ghouls discovered they could not procreate, Willem and Sebastian decided to find a way to remedy that. Through extensive research and experimentation, they concluded that the smooth skins would have to serve as catalysts of some sort for any ghoul procreation process. From then on, Dr. Sebastian made it his life's mission to find a successful and repeatable way to procreate ghouls. Sebastian will stop at nothing to find a solution to the ghoul procreation dilemma, and he will go through every human until none remain, if that is what it takes. Of course, if there are no humans, then his experiments will cease - but his obsession overshadows this logic.

In addition, Dr. Sebastian is most proud of his last successful Born Ghoul, Belle. She is disturbingly attractive to human eyes, and a complete knockout to the ghouls. In fact, Belle could almost pass for human on a dark night, or in a low light room. This attractiveness, coupled with her ghoul-like traits of radiation immunity and gifted abilities, is exactly the direction Dr. Sebastian wants to take the procreation experiments. There's even hope in his rancid heart that Belle can conceive, though "relations" with other ghoul volunteers has proven fruitless.

Florence (Female – Ghoul)

VB DD14 npc Florence

(Reservation Town – Former janitor and outspoken, grumpy ghoul with info.)

Importance: Intermediate
Level – 8-10
STATS
ST - 04
PE - 05
EN - 08
CH - 03
IN - 06
AG - 07
LK – 05
Traits – Feral kid; Kamikaze
PerksUnbreakable; More Criticals; Tough Hide
Tag SkillsMelee; Sneak; Lockpick

Florence used to be the janitor for the Reservation and was cleaning the sleeping quarters when the bombs hit. She was a cantankerous old bag then, and she is still a cantankerous old bag-ghoul. Now that she no longer cleans for a living, she spends the majority of her day scavenging through the multitudes of debris lying around the town.

One of Floe's favorite hobbies is to sneak into the Sub-Levels and snoop around. Since visual approval is required to enter Sub-Level 3, she has never been down there. However, she knows the ins and outs of both Sub-Level 1 & 2, so she is a good source to get info tidbits from. She also overhears a lot, so she's always willing to gossip.

Marty (Male – Ghoul)

VB DD14 npc Marty

(Sub-Level 1 – Lab tech & Willem Clark dissenter.)

Importance: Intermediate
Level – 5-7
STATS
ST - 04
PE - 07
EN - 05
CH - 03
IN - 06
AG - 06
LK – 05
Traits – Small Frame; Chem Reliant
PerksPharmacist; Tag!
Tag SkillsScience; Medic; Lockpick; Sneak

Marty is an unimpressive, skinny, and mellow ghoul who works as a lab tech in the chemical lab on Sub-Level 2. During the day, he is usually putting together stimpacks and Rad-X kits for trade on the surface. During late hours of the night, he sneaks into the chem. lab and concocts a soothing, mellowing drug he calls "smooch." This drug has the same effect on ghouls as it does on humans – it mellows the individual to the point beyond apathy and couples that with feelings of ecstasy. In order to take smooch, the individual wraps the greasy looking green goo in a thin paper and smokes it. Another way, though not as quick an effect, is to bake smooch into a bread source. One could eat smooch directly, but the taste is so vile that most would puke it back up, even a ghoul.

Marty has only been at the Reservation for about ten years. He stumbled upon the facility when he was searching the wasteland for ingredients to make a new mind altering drug. When the ghouls of the Reservation told him of the "communal" lifestyle of the Reservation, he thought it was groovy and wanted to stay. When he got the job to work at the chem. lab, it was like a gift from heaven, and the original lab techs were very impressed with Marty's skills.

Aside from an interesting drug source the player can capitalize on and distribute to outside sources, Marty is also not so keen on Willem Clark's plans. Perhaps a byproduct of smoking too much smooch, Marty would like to have more interaction with friendly humans, and he is convinced if he had the opportunity to spread smooch around to the human settlements, the humans would become more accepting of the ghouls. It's all about the love, baby, yeaaaahh...!

Belle (Female – Born Ghoul)

VB DD14 npc Belle

(Sub-Level 3 – Born Ghoul hotty that ugly male PC can have "relations" with.)

Importance: Intermediate
Level – 8-10
STATS
ST - 05
PE - 07
EN - 06
CH - 06
IN - 05
AG - 07
LK – 06
Traits – Small Frame; Gifted
PerksDie Hard; In Your Face!
Tag SkillsMelee; Unarmed; Medic

Like Measles, Belle is a Born Ghoul. She was the last ghoul to be successfully birthed, which was two years ago, game time. Since then, no other Born Ghouls have been successfully conceived and birthed.

Belle is unusually attractive for a ghoul. In fact, if it weren't for her lesions and symmetrically exposed bone, she would look like a pretty, though pale, human. Even her hair is fairly full and long. And thanks to the Born Ghoul's ability to rapidly grow into adulthood within a month, she is also very curvy and fit looking. Since Belle is such an interesting success in the procreation experiment, Dr. Sebastian keeps a close eye on Belle and interacts with her very frequently. However, Belle does roam around the town on a daily basis, causing the other male ghouls to almost lose their jaws as she walks by.

Belle is very approachable and will freely interact with the player. If the player is particularly homely (CHA < 4), she will aggressively flirt with the player, opening up opportunities for the player to shack up with Belle. Since Belle's quarters are on Sub-Level 3, and since Willem restricts all access to only those he visually approves, Belle will lead the player to one of the rooms on Sub-Level 1 (the occupants of the sleeping quarters freely give up their room for a Born Ghoul – it's like a god to them). A particularly worthy performance by the PC (EN > 7) will get Belle to become completely enamored with the player and garner more information about Sub-Level 3. See, even ugly people get laid in Fallout 3.

Major side-effect from the player's amorous affair with Belle – Belle becomes pregnant!

Milt the Foreman (Male – Ghoul)

VB DD14 npc Milt

(Sub-Level 2 – Armor and Weapons machining foreman)

Importance: Intermediate
Level – 8-10
STATS
ST - 05
PE - 07
EN - 05
CH - 06
IN - 05
AG - 07
LK – 06
Traits – Small Frame; One-hander
PerksTough Hide; Gunsmith
Tag SkillsMechanics; Science; Firearms

Milt came to the Reservation about one-hundred years ago. He used to be a gunsmith for a raider band, but they broke up when a rival band dropped a few grenades. Fortunately for Milt, he was not around when the grenades fell, so he headed off into the wasteland in search of new opportunities. Acting on a rumor he heard from a caravan, Milt headed towards the Reservation and actually found it. Impressed with his knowledge of firearms, Colonel Green recommended Milt to supervise the making of arms and ammo. Ever since then, Milt has run the smith like a well oiled machine.

Milt does not get involved with the political ramblings within the Reservation, so he will not divulge anything earth shattering. However, if the player has permission to be down in the sub-levels, he will set the player up with the materials needed to upgrade weapons and make ammo (limited to the material quantities on hand). The same goes for the armor smith division.

Fred (Male – Human)

VB DD14 npc Fred

(Reservation Sub-Level 2 & 3 – Longest lived slave.)

Importance: Intermediate
Level – 9
STATS
ST - 07
PE - 06
EN - 07
CH - 05
IN - 05
AG - 07
LK – 03
Traits – One in a Million; Red Scare
PerksStrong Back; Rad Child; Bone Head
Tag SkillsMelee; Mechanics; Unarmed

Among the dirty, helpless, and feeble slaves, one does stand out. Only known as "Fred," this slave has managed to survive the longest out of all the Reservation slaves who have come and died. For more than five years Fed has toiled in the depths of the sub-levels, from shoveling coal, to carrying crates, and to being an object of brutal fun for the ghouls. Over time, the ghouls began to have some respect for Fred and his almost supernatural hardiness. Even to the extent that if a ghoul is caught brutalizing Fred, the ghoul would be severely punished.

Fred is a large man in his early forties. When he first arrived at the Reservation, he was a skinny, thirty-something man who did not look like he could fight his way out of a wet paper bag. However, over the course of five years of hard labor and very basic food, Fred developed into a physically powerful man. No one is quite sure how, but Fred physically took to slave labor like a genetically gifted bodybuilder to weights. Fred's face may show the pain and hardship of slavery, but his body showed the presence of a strong fighter.

Fred is available to the player as a source of information and a possible slave uprising. If Fred is out of eyeshot of his foreman, then he will talk to the player. However, the player would need to earn Fred's trust before any rebellious planning could take place.

Klik (Female – Human (mostly))

VB DD14 npc Klik

(Reservation Town & Random Encounter – Scaven-Picker)

Importance: Intermediate
Level – 9
STATS
ST - 06
PE - 05
EN - 08
CH - 04
IN - 04
AG - 08
LK – 06
Traits – Chem Reliant; Red Scare
PerksBanzai; Rad Child; Bone Head
Tag SkillsMelee; Firearms; Unarmed

Another type of customer the player might run into is a particularly nasty individual the ghouls refer to as "Scaven-pickers." These people are more than just run of the mill scavengers. From prolonged usage of Rad-X and Rad-Away, coupled with the continued exposure to radiation in the years trading at the radioactive Trading Post, the Scaven-pickers are a bit touched in the head. They wear outfits that are a mishmash of rubber, leather, metal, and in some parts, aged human skin. They often speak in what seems to be gibberish, but get out just enough recognizable words for the sellers at the Trading Post to understand. They are quick to fight if they feel threatened, and will follow a player if they see something they like on their person, including their skin. They use homemade knives, short swords (machetes), crossbows, and some have a gun with limited ammo. They are also considered a nuisance by the Trading Post ghouls, since half of the time the Scaven-pickers steal stuff and the other half they only trade junk. Still, every once in a while they have something worthwhile to trade.

Their leader, or as far as anyone can tell, is named Klik. She - at least most think it's a she - is very forceful and impatient. She will spout her gibberish and expect an immediate response. It does not have to make sense, as long as there is some kind of response. Theory is, she does this to newcomers as a way of introducing herself - or it's the beginning of a mating ritual. Either way, if the player is nice back to her, she will be satisfied and leave the player be.

The player has the opportunity to learn the Scaven-picker's language through Hank, who has been dealing with the strange people for several decades. An IN > 4four will teach the basics of the Scaven-picker's language, and an IN > 7 will get the player full comprehension. Understanding Klik is beneficial not only because she will have a few optional quests for the player, but also because it could clarify if Klik was introducing herself, or proposing marriage.

Companions!

Measles (Male – Born Ghoul)

VB DD14 npc Measles
Level: 12-ish
Age – 20
ST - 05
PE- 07
EN - 06
CH - 03
IN - 06
AG - 08
LK - 10
Traits – Gifted; Finesse
PerksAction Boy; Thief; Banzai
Tag SkillsLockpick; Melee; Sneak

Measles is one of three personal body guards to The Reservation's leader, Willem Clark. Measles is one of a very few (can-be-counted-on-one-hand few) ghouls who was conceived rather than transformed by radiation. At quick glance, Measles looks pretty much like any other ghoul; scabby, gray-green skin that is pealing away from the bone on certain parts, little to no hair, yellow eyes, etc. But upon closer examination, Measles' scabs, lesions, hair patches, and teeth gaps seem very uniformed, almost as if they were meant o be there and serve a function. Maybe this is the result of the breeding process, maybe Measles just got lucky, no one really knows for sure. But what is known is that Measles is a gifted hand-to-hand and melee fighter. He seems to know exactly where to hit someone to cause the most damage possible, which is quite unexpected from a skinny ghoul. But this is one of Measles' greatest strengths – deception. Measles' unassuming posture and meek appearance makes all foes not think twice about him being a threat. However, by the time the shit hits the fan, the cocky enemy is laying face first in a puddle of his own blood and urine. Measles gets his strange name from his two large, bulbous-like tumors that stick out from his neck like a severe case of measles... well, that and his strange fascination with children's diseases. It's this fascination that also allowed him to be a fairly good scientist and pretty good at field medicine. Oh, and I should add that he hates humans, but will go with the player if Willem orders him to, is only hospitable to other ghouls, has a hidden agenda that differs from the PC's, and is willing to critically hit the PC in the back of his head, ghoul or not, to make sure his agenda sees the light

Measles' Secret Agenda – Willem Clark, the Ghoul-Jesus-like leader of the Reservation, wants to know about the other settlements in the wasteland; how big, how organized, and most importantly, are any of them a threat to the Reservation. Willem will order Measles to go with the PC (if the PC wants him), under the guise of curiosity and exploration. Once Measles feels he has learned enough (basically, after visiting Hoover Dam, New Canaan, and as a bonus, the Grand Canyon for its uranium mines), he will request to go back to the Reservation to give a report to Willem Clark.

In a nutshell – Willem has built a "dirty" bomb out of what uranium was left in the nuclear missile labs in the Reservation, and he wants to deliver, via rail, said dirty bomb to the community he perceives as his biggest threat. The bomb is meant to slow down the community's progress and hopefully dissipate the people after radiation sickness kicks in.

So, the second hub of Measles' mission is to establish a rail system, with the PC's help, between the Reservation and either Hoover Dam or New Canaan. Willem's preference on which to bomb is TBD. I'm thinking it will depend on how much the PC helped each community to better itself or screw it up. Willem will then bomb the "better off" community – i.e. the community most likely to prosper.

Lastly, if the PC has been through the Grand Canyon and discovered the uranium mines, Willem will want a rail system to go there so he can mine more uranium. His ultimate goal; eliminate all possible threats, use the newly mined uranium to make a dirty bomb arsenal – or maybe even a couple of nuclear bombs if there's enough material – perfect the ghoul procreation process, and wipe out all the smooth skins so the "Children of the Wasteland" may rule the Earth.

Scripting stuff goes here

Measles will become a companion if:

If the player foils a scam between a ghoul merchant and a human scavenger caravan.

Willem will then order Measles to go along with the PC, if the PC wants him.

Scripting stuff goes here

  1. Jillian McKinley is originally found as a slave at the Reservation. The player must get Jillian to come with him since she is a vital part of the "fetch the prisoners" quest(s).
Previous: Part 1Up: Reservation design documentNext: Part 3

Other Wikia wikis

Random Wiki