New Canaan design document / 2 This is part 2 of the New Canaan design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Monster Roster . Most of the monsters in New Canaan aren ' t monsters at all , but members of the 215 Rail Line powder gang . They will attack one week after the PC arrives in New Canaan . This is a big concern for many of the people in the community , and they are seriously worried about what is going to happen when the group arrives . Wasps ( 8 ) - These annoying bastards can be found lingering around the edges of Emma ' s Union bar in the Outskirts . They are extremely hostile , and will attack animals and humans on sight . Jackson ( 1 ) - This mean - spirited bastard used to be a foreman on the 215 Rail Line for NCR until the contracts dried up and Dodge didn ' t have the money to pay the workers . It didn ' t take long for Jackson to say " fuck this shit " and take to the desert with his crew , raiding wherever they found caravans - - the groups that they fault for the problem . Over time , though , Jackson has become desperate , and has turned his sights on New Canaan . Not being a tactical mastermind , he has announced when he expects the surrender of the city ' s goods to him . Jackson wears metal armor and a Kevlar helmet , and he carries a 7 . 62mm assault rifle , several frag grenades , and a . 44 magnum revolver . Boilermaker ( 1 ) - A quiet , evil bastard , Boilermaker worked for the rail lines shoving precious coal into the engines of the train s on their rare trips . However , like the others , he was out of a job when the line work dried up . He suffered a lot of heat and smoke damage to his face , and he wears a welding mask to cover it . He wears football pads on the rest of his body . Boilermaker is huge and " really " strong , and he carries a flamethrower with plenty of ammo and a hefty baseball bat . Boilermaker looks for the least heavily armored people and beats them with his baseball bat . The rest he burns . 215 Sniper s ( 2 ) - Two jerks in Jackson ' s outfit . They ' re equipped with . 223 hunting rifle s , combat knives , construction outfit s , and motorcycle helmets . They hang back with Jackson and blow away people at long distance . They make a lot of arm and leg shots to disable people . 215 Gunner s ( 3 ) - Three " different " jerks in Jackson ' s outfit . They ' re all equipped with 9mm submachineguns , lead pipes , leather outfit s , and motorcycle helmets . They try to get into mid - range so they can burst large groups . They often flank the field just in case people try to run from the thugs . 215 Thug s ( 10 ) - Ten general assholes in Jackon ' s outfit . They ' re all equipped with a variety of melee and thrown weapons : lawnmower blades , switchblades , sledgehammers , lead pipes , fire axes , hatchets , spears , etc . They wear leather armor and construction helmet s . As might be expected , they close in to close range and try to " wolf pack " people down . Random Encounters Surrounding the Area . Encounter 1 : Powder Ganger s ( 4 times max ) - A pack of 5 - 10 powder gangers . These jackasses are similar to the 215 Gunners and Thugs in the New Canaan monster roster . The ratio of gunners : thugs is always about 1 : 3 . In groups of 9 or 10 , there will also be one equivalent of a 215 Sniper . One of the men is always a gunner " leader " who can be talked with . Successful Barter ( moderate ) , Deception ( moderate ) , or Persuasion ( hard ) can be used to prevent the group from attacking . Medical aid can be offered in lieu of goods , as can Mechanical aid ( fixing weapon s and armor ) . Encounter 2 : Van Graff Caravan ( 3 times max ) - Eight bad kids from the Van Graff trading family out of Redding . The Van Graffs are willing to trade some of their weapons , ammunition , and drugs for almost anything . If the player is wanted by NCR , they will not hesitate to ambush the PC with everything at their disposal . Obviously , they don ' t care about NCR , but they would like the bounty . Barter ( easy ) can be used to talk them out of an attack in exchange for goods , Deception ( very hard ) can be used to trick them into thinking the PC is more powerful than he / she appears . Encounter 3 : Lost Enclave Patrol ( Unique / LK 8 / Outdoorsman 100 + ) - Six Enclavers humorously lost in northern Utah . One wears a suit of Enclave Combat Armor similar to Arcade Gannon ' s ( CNPC ) . The others wear bits and pieces of leather armor or metal armor . They are carrying mixed and matched weapons and a lot of broken tech . The leader ( in ECA ) will approach the PC and ask him or her if he or she knows the way to the MacArthur Army Base . If the PC is at all hostile or " weird " to the Enclavers , they will become defensive and " will " fight back . If the PC is helpful , the Enclaver will give the PC some " junk " ( broken down weapon parts ) , and head out . Insert comedic banter between confused team members about whether they are in Utah , Colorado , or Kansas , and you have comedy gold ! Quests . Main Quests . Teach Pablo about Salicornia . Area : The area of the game and the map in the area where the quest is initiated . Quest Name : The name of the quest . Designer : The designer responsible for the quest so people know who to contact . Dstatus : The status of the design . Script : The programmer in charge of programming the location . Dscript : The status of the coding for the quest . LogStat : What ' s the status of the log for these quests ? Do you get the unsolved version , do you get the solved version , and do you get a good / bad Karma and a stupid one , if appropriate ? Passable : Is the quest passable in " some " form ? QA 100 % : Is the quest completable in ALL forms ? Note that quests should reinforce the " feel " of a location . As an example , Redding in " Fallout 2 " was set up to be a frontier , rough - and - tumble Western mining town , with a " Gold Rush " kind of ambiance about it . Quests in the town involved becoming the sheriff ( a career move that , in classic Western style , no one wants ) , dealing with drunken brawls in the local saloon , dealing with dirty infighting between the two mining companies , trying to help out the local country doctor , cleaning out an infested mine , dealing with a band of robbers , and so on – the nature of the quests made you feel like you were in an Old West movie . Also , if there is a companion in town , make sure you indicate how to get him in your party , and set up the conditions as a quest . ( " To get Cassidy in your party , you need to find him in his tavern , ask him about his recent rash of troubles , then invite him to come with you . You will gain + 500 XP , + 1 Reputation , and Cassidy comes with a shotgun , leather armor , several shells , and a lot of whiskey . " )