Reservation design document / 3 This is part 3 of the Reservation design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Monster Roster . Ghoul Guard - # ~ 20 , Lvl : 6 - 15 . Through heavy discipline and training , Colonel Green managed to train average , mostly weak ghoul s into an elite fighter force . These ghouls are experts at firearms , melee , and unarmed combat and can easily match the combat skills of the NCR , BOS , or Enclave . Ghoul Commoner - # ~ 30 , Lvl : 3 - 6 . Typical ghoul s who wander about looking pathetic – which they are . The only thing keeping this lot together is their belief in Dr . Willem Clark and his prophesy of bringing the Promised Earth to the Children of the Wasteland . Slave - # ~ 15 , Lvl : 5 - 8 . Feeble slaves . Not much to say here , except they are physically weak and couldn ' t fight a crippled senior citizen . If the player wants to stage a slave revolt , he better have better backup than these sorry sods . Human Slave Trader s - # ~ 6 , Lvl : 8 - 12 . At the Trading Post , the player may run into ( more than likely ) human slave traders dressed in environmental suits and heavily armed with 5mm assault rifle s . Unless provoked , they will mind their own business and continue with their slave trading . Scaven - picker - # ~ 5 , Lvl : 6 - 10 . Another type of customer the player might run into is a particularly nasty individual the ghoul s refer to as " Scaven - pickers . " These people are more than just run of the mill scavenger s . 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 ( machete s ) , crossbow s , and some have a gun with limited ammo . There skill in unarmed combat is also somewhat legendary in the area around the Reservation . To the untrained eye , the unarmed fighting style seems like a berserker arm and leg flinging . However , the blows are purposeful and will inflict maximum and precise damage . The player has a chance to learn this fighting style if he first learns the Scaven - picker ' s language and earns their trust . The player can learn to understand Scaven - pickers . Hank , who has been dealing with them for quite a long time , can instruct the player if their character has an IN > 4 . This would grant a grainy understanding of the scaven - picker ' s gibberish language . However , if the player ' s IN is > 6 , then the player can understand , with certain clarity , what the Scaven - pickers are trying to say . There is also a rumor that the Scaven - pickers are actually escaped slaves who were somehow freed on their way to the Reservation . Rad Scorpions - # ~ 5 , Lvl . In this radioactive region , it ' d be an impossibility not to have some rad - scorpions lurking about in a random encounter . Nothing special about these guys , they are your typical rad - scorpions . Cockroach - # ~ 5 , Lvl . Cockroaches of unusual size are abundant in this region , and are one of the primary ingredients for the Reservation ' s version of Rad - X . About the size of a Volkswagen beetle ( pun intended ) , these giant pests can be very aggressive . However , should the player want to go hunting for these critters , the ghoul s of the Reservation pay handsomely for cockroach gizzard s . Endless Walker - # ~ 2 , Lvl . Due to their prolonged , open exposure to the desert sun , high radiation , and other hardships of the wasteland , these unfortunate ghoul s , who were banished , naked , from the Reservation , look like walking , sun bleached chunks of beef jerky . Their minds are almost completely gone and they react mostly on instinct . They will attack the first thing they see moving in a vain effort to quench an appetite that can never be quenched . Also , their skin in very tough and they strike with their claw - like hands with surprising quickness . Fortunately , endless walkers do not travel in groups . In fact , it is a rare occasion when someone comes across one , though most who travel this side of the wasteland like to keep their distance from the voracious creatures . Born Ghoul - # ~ 2 , Lvl : 8 – 10 . These are two of the four Born Ghouls ; the others being Measles and Belle . Unlike regular ghouls , these ghoul s were conceived and birthed . At first glance they look like any other ghoul , but a closer inspection reveals that their lesions , exposed bone , and hair patches are very uniform and look like they even serve some kind of purpose . On top of that , these ghouls are a little tougher , a little stronger , and a little faster . They are formidable opponents and have a definite air of superiority about them . Their preferred combat mode is either unarmed or melee with a very sharp weapon . Born Ghouls enjoy slicing into fresh flesh and feel that guns are way too impersonal . Random Encounters Surrounding the Area . Cockroach Minor Encounter . A small nest ( ~ 4 – 6 ) of giant cockroaches are mucking around in search of food . They will seek to attack the player at first sight . Rad - Scorpion Minor Encounter . A small nest ( ~ 4 – 6 ) of rad - scorpions are mucking around in search of food . They will seek to attack the player at first sight . Scaven - Picker Encounter . A group of Scaven - pickers are rummaging around the husk ( s ) of some pickup trucks . Once they see the player and his posse , they will approach and float gibberish , expecting a coherent response . If the player is not able to understand what they say , the Scaven - pickers will attack the player . Fun ensues . However , if the player does understand , then there is a possibility for trade . Sometimes they have good stuff , sometimes they don ' t . Slaver Caravan Encounter . The player has a good chance to run into slaver s on their way to , or coming from , the Reservation . These slavers are well equipped with assault rifle s and environmental suit s received through trade with the talented ghoul s at the Reservation . They will not attack the player on sight , but they will issue a warning not to interfere . If the player heeds that warning , all is good and everyone goes about their business . However , if the player decides to play hero and wins the battle , there are a couple of short and long term repercussions . First off , if the slavers were going to the Reservation with fresh slave s , then obviously those slaves won ' t arrive and the places where those slaves are needed will be short handed . Eventually , those slaves will die of overwork ( except for Fred – he ' s a tough freak ) , and the ghouls will have to do their own dirty work until another slaver caravan comes several months away . In addition , since Horatio expects regular shipments of slaves and tries to keep to a schedule , he will get suspicious that the player had something to do with the " late " caravan , especially if it happens more than once . The second repercussion is that freeing the slaves in the middle of a radioactive wasteland is not such a good deal . The slavers provided Rad - X for the slaves so they would not drop from radiation over the long trek . If the player kills the slavers and does not give the Rad - X to the slaves , they will eventually die a slow , horrible death . However , if the player does give the Rad - X to the slaves , the slaves have a chance at survival . If the later is true , the player will eventually run into the freed slaves and find that they have been adopted by the Scaven - picker s . The player would even begin to see the early effects of frequent Rad - X use by the freed slaves – gibberish will start to become natural to them and they will act far more abrupt and paranoid . Endless Walker Encounter ( rare ) . Not all Endless Walkers end up scorpion food , at least not at first . On those rare occasions when one survives more than one year in the wasteland , they turn into wandering , voracious creatures on an endless quest for flesh . Their constant exposure to the hot sun and high levels of radiation has caused their skin to toughen into natural , hardened leather , but at the same time , their brain has completely cooked . Endless Walkers who have been in the wastes for so long become a creature of instinct and will attack anything that moves , especially the player . Though encounters with Endless Walkers are rare , when someone does encounter them , they are assured to never forget the encounter , if they survive . Scaven - Picker Camp Encounter ( rare * ) . Scaven - pickers are nomads . Since they are always wandering around looking for things to loot , they never stay in the same place for longer than a couple days . However , they also never venture more than a day or two ' s walk from the Reservation . Scaven - pickers are addicted to Rad - X and need to always have a fresh supply , despite the fact they need it for protection . The Scaven - picker ' s camps are composed of makeshift tents that look like they were sown together with every piece of material known and unknown . The tents are small , but it looks like several Scaven - pickers cram into each tent until there is barely enough room to breathe . The camps are some fifteen to twenty strong , and Klik always seems to be there should the player find the camp ( that is , if the player had not killed her ) . Trade is possible if the player knows the gibberish language , but if the player does not , then the Scaven - pickers will go wild and attack the player thinking he ' s an intruder wanting to steal their junk .