Blackfoot Tribe design document / 3 This is part 3 of the Blackfoot Tribe design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Cast of Characters . The Cast of Characters section describes the major NPCs and a list of monsters and adversaries found in the location . / Bares His Teeth ( interm ) ( cnicholas ) . Current Packleader of the Hangdogs . He ' s an arrogant leader full of self - importance . Think of him as the scrawny little bully who hides behind the muscles of his big bully friend . He thinks himself a right - hand man of Caesar , and therefore very important in the wasteland . Script : 04 _ Bares _ His _ Teeth Sharptooth ( interm ) . His wife and daughter have recently been kidnapped from the village by some other raiders ? By a monster ? He and a number of his buds have gone to the Ravines several times to search for them , but haven ' t had any luck locating them . When the PC finds him , he ' s about to go looking for them again alone this time , since his friends think his family is long gone or dead . If the PC lets him go alone , Sharptooth will get himself killed . Script : Script : / Teacher ( interm ) . This graying , stooped man has been the Hangdogs ' master dog trainer for many years . He doesn ' t live in a house like the others in the town . He prefers to sleep out in the open with the dogs under his care . He does have a lean - to in the park which he takes shelter under during those rare times it rains . He keeps his dog - training techniques secret , but a charisma tic PC will be able to get some of his secrets out of him . He picks which dogs are taken to be sold , but he will also sell directly to visitors if he feels they might make worthy companions for his dogs . Some dogs are just attack dogs ( an additional fighter for the PC ) and the big - boned dogs are pack dog s ( the PC can use these guys to carry extra stuff ) . If he so chooses , the PC can do a couple of things with the Devil Dog if he ' s a CNPC . First , Teacher will ask the PC to allow him to breed the Devil Dog to improve the quality of the Hangdogs ' canines . Second , the PC can ask Teacher to train the Devil Dog . This will increase one or two of the Devil Dog ' s stats . Teacher is intended to be a likable figure , which generates emotional porn if Caesar ' s Legion comes to deal with the Hangdogs for not delivering Blackjack as promised , because all the dogs in the village will be slaughtered , and Teacher will lie dead among them after trying to stop Caesar ' s men . Script : 04 _ Teacher / Grins A Lot ( interm ) . Grins - Alot ' s father used to be the Hangdogs ' shaman and healer until the Daughters of Hecate took over the post . Grins - Alot himself just tends to the medical needs of the tribe ' s dogs . He ' s quietly bitter and wouldn ' t mind seeing something horrible happen to Hecate and her Daughters . He is the father of Marie . He also oversees the Hangdog Warrior Test . Store : His " store " is his personal supply of medicine items . If you become a friend of the Blackfoots , he ' ll give you a discount . Script : 04 _ Grins _ A _ Lot / Marie ( Minor ) . Marie is the daughter of Grins - A Lot . She ' s 12 years old , and has a natural affinity for teaching dog s . She ' d make an ideal apprentice for Teacher , except Hangdog women are expected to take care of house and children . The Daughter of Hecate would prevent this as well . If the PC could convince the town that it ' s in their best interest ( the men could stay warriors , Marie will train the dogs well , Teacher is not long for this world , etc . ) , then all would be well . Grins - Alot won ' t mind , especially if the Daughter doesn ' t . Need daily routine before and after becoming an apprentice . Script : 04 _ Marie / Garun the Spearsharpener ( interm ) ( cnicholas ) . An older guy who knows how to make and repair spear s , knives , and bow s . He sells them and can do the old spear - sharpening trick . Possible quest stuff involves him repairing stuff , finding people he wants , finding stuff he wants , getting on his good side to get him to upgrade your weapons . Script : 04 _ Garun _ The _ Spearsharpener Chagas , the Returning Prisoner ( Major ) . This is the brother of Ramon , the previous leader of the tribe . He ' s good at guns and tracking . He was captured by some NCR guys during a raid on one of their caravan s . The caravan had found one of Presper ' s infected guys , and ODYSSEUS had the raiders and surviving caravan guys rounded up before they could take Chagas back to NCR for trial and imprisonment . Chagas became infected because of his exposure to the caravan guy and in the prison . Script : 04 _ Chagas Dominic , the Slavemaster ( interm ) . A quiet , efficient man in charge of handling the newly - acquired slave s . When dealing with them he can act like a real drill sergeant but normally he ' s reserved and quiet . During the day he leads the slaves around and makes sure they do the work they ' re required to do . Script : 04 _ Dominic Cortijo the Trader ( Minor ) ( cnicholas ) . Cortijo is a young man who runs a trading post for the Blackfoots . He mostly deals in weapons , food , and slaves ( which are turned over to Dominic ) , but he may have a little gizmo now and then taken on a raid and sold to him by someone ignorant of how it works . If you convince the Blackfoots to trade water , Cortijo is the guy to talk to about starting a water caravan . He ' s also the guy to talk to about getting laborers to mine silver , guano , or coal powder . Script : 04 _ Cortijo / Fast - Hands , the man with the broken leg ( interm ) . A guy who ' s really good with knives . Fell while climbing and broke his leg , had to drag himself back to town . He ' s done something to offend Merrin ( the shaman ) and she won ' t help him . He ' s worried that this will leave him crippled and he won ' t be able to be a warrior / raider any more ; he ' s not ready to become useless . Script : 04 _ Fast _ Hands / Craig , Raid - Leader ( interm ) . One of the guys who usually leads the slaving raids . Script : 04 _ Craig Merrin , Daughter of Hecate ( interm ) . The village shaman . She ' s having a hard time influencing Kurisu ( Merrin was sent her after Kurisu was in power for a while ) . She ' s also allergic to dog s , which makes this a pissy assignment for her . Script : / Scars For Hands , master smelter ( interm ) . This is the woman that runs the smelting operation in the furnace cave . She knows enough about metal now to recognize whether or not their smelter can melt it . She ' ll buy scrap metal from you for cheap . She knows what she ' s doing and doesn ' t like to hear suggestions on how it could be done better . She ' s the one you have to convince to shut off the smelter for a while so you can upgrade it . Script : 04 _ Scars _ For _ Hands Generic NPCs . Describe their background , personality , their function , any ties to quests in the area , and if they are voice - acted or not . If voice - acted , include a brief sentence indicating what you think the character would sound like , preferably using a real world actor as an example ( it ' s easier for audio to do voice casting if they have a real world actor to use as a basis for comparison – chances are , they can ' t get THAT particular actor , but they can get someone who sounds like him or her ) . Any NPCs that can join the party become . . . Companions ! Be sure to include potential companions here , too . Make a note of what they ' re good at , their stats , and so on , along with any things that would prevent them from joining the party ( the player ' s Karma is too high or too low , his Reputation isn ' t high enough , the player needs to complete a quest first , and so on ) . Note on NPC Pacing : Fallout ' s going to need to pull a " " effect with the NPCs ( something that Josh has already referred to , I think in relation in BG NPC Pacing ) . Basically , the NPC allies need to be introduced , one by one , in the first third of the game , and possibly include their own solo missions , so you are forced to adventure them for a while , and you get a feel for them ( all the way up to Cid in FF7 , for example – after this , the second third of the game takes off ) . In F2 , there were too many NPCs you got later on ( robodog < nowiki > [ s ] < / nowiki > ) – by this time , you ' d already felt attached to the NPCs in your party , you would only switch with difficulty . This includes any Computer Programming or Outdoorsman companions you can get from this area ( in Denver , an Outdoorsman skill can tame a dog , and Computer Programming can get you robodog s , Mr . Handies and so on ) , Kurisu ( Major ) ( cnicholas ) . Sulik ' s sister . Was taken as a slave , earned a place as a worker , then a raider , then took over as leader when the old leader fell sick . A real badass . Has several husbands . If you have her as a CNPC , she will turn against you if you attack the Blackfoots or Hangdogs ( official challenges don ' t count , we ' re talking actual fights here ) . Script : CNPC _ Kurisu / Devil Dog ( CNPC ) ( cnicholas ) . A large canine made stronger and tougher thanks to exposure to radiation . He ' s got eyes that glow green in the dark and is one badass melee fighter . He ' s often found in one of the caves on the hillside . To tame him , a PC will need a good Outdoorsman skill to track the Devil Dog and find out where he ' s hiding . As the Devil Dog has learned to avoid humans ( superstitious Hangdogs keeping trying to kill him ) , he won ' t let the PC come close unless the PC has smeared himself with the juice of a native plant ( smells foul to humans , but masks his human smell ) which allows him to get near the Devil Dog . He ' ll also have to be nearly - naked ( no clothes , armor , or weapons ) so the smell of his gear doesn ' t spook the dog . He ' ll also have to bring an offering of food to get the Devil Dog to trust him . Note : " Devil Dog " is the generic name for this companion . The player will be able to name the Devil Dog whatever he chooses . Devil Dog gets sick during travel / rest time . When PC is trying to tame Devil Dog via punching him out , make sure CNPCs don ' t start opening up with mini - guns . Script : CNPC _ Devil _ Dog Monster Roster . The Monster Roster section indicates what monsters are found in the location . If you can , list the numbers of critters present , their approximate XP award , and if they are intended to respawn in a location or not . Radscorpions , Small ( cnicholas ) : Depends upon size of their cave lair ; at least 20 . Will respawn as long as at least 2 are left within the Blackfoot maps ( slowly if there are only a few , faster the more there are ) . Once they reach their starting numbers , they won ' t spawn any more unless the coyote s are eliminated , in which case they ' ll start showing up in the hillsides and the town itself . Dog s : The pets of the Hangdogs , plus the wild ones that live in the nearby hills and badlands . The hangdogs have around 30 total and respawn slowly ( reflecting breeding by the Hangdogs and capturing wild ones ) ; if all Hangdogs and their town dogs are eliminated , no more dogs will respawn here . The wild dogs outside of town continue to respawn in random encounters indefinitely . Brahmin ( cnicholas ) : These are the domesticated Brahmin owned by the tribe . Perhaps 10 animals in town , more in random encounter s outside of town . If the ones in town are killed ( and they may be slaughtered by the townsfolk ) , these are replenished at a regular rate ( 1 every other day or so ) from small herds out grazing ( in other words , the tribals keep bringing brahmin in from the outer areas to keep a near - constant source in town ) . If the tribals are killed or driven out of their town , the Brahmin stop respawning here ( since there are no tribals here to bring the herds in ) . Devil Dog : Unique creature / possible CNPC . Does not respawn . Rat s / Pig Rat s / Mole Rat s : Like the radscorpion s , they continue to respawn as long as at least 2 are left , spawning faster the more there are ( and limited to a total population , which is assumed to be held in check by the coyotes ) . If the coyote s are eliminated , the rat population will start to creep into the hillside and the village itself . Coyote s : A pack of about 15 - 20 coyotes . Respawns slowly ( we ' re talking months , here ) as long as 2 are alive on any 04 area map . When they reach their original population , they stop respawning . When the last coyote is killed , set a timestamp ( 04 _ Kill _ Coyote _ Timestamp ) . Spore Plant s : Spawns slowly at all times ( with new plants appearing nearby , gradually taking over a larger and larger area ) . Continues to do so as long as at least 1 plant is still alive . Coyotes limit the population of the spore plants to about FIFTY and keep them from spreading up into the hillside ( but the town could be overrun by spore plants and the coyotes wouldn ' t do anything about it ) . Spore Plant Fruit : Spawns a spore plant if left on the ground for 10 days . Random Encounters Surrounding the Area . The Random Encounters section will be needed by Sean when compiling the random encounters for the world map . Make a list of what types of random encounters would be appropriate for the terrain surrounding your areas ( i . e . , the World Map squares surrounding Denver are likely to have a lot of dog encounters ) . This should also include any special encounters that occur nearby ( like when you release Bessie in Modoc and she stumbles out into the wastes , only to have you find her corpse a few squares away when you depart the Modoc world map ) . What sort of random encounters should NOT happen near town : Slaver s and raiders by anyone other than Blackfoots / Hangdogs UNLESS the Blackfoots and Hangdogs have been wiped out , in which case normal raider / slaver activity is fine . Small Brahmin Herd . Frequency Medium < br > Quirks : none < br > A small herd of brahmin , which may or may not be under the eyes of a young Blackfoot herder . < br > 3 - 10 brahmin , 60 % chance of child tribal ( male or female ) < br > A small group of Brahmin , grazing , possibly tended by a shepherd . If attacked , the Brahmin stampede . If the child is attacked , it runs away and tells the people back home about the mean person . If befriended , the kid can tell the player a bit about the Blackfoots . < br > Map Name < nowiki > [ < / nowiki > Any flat or mountainous territory that has some grass or other vegetation on it . < nowiki > ] < / nowiki > < br > Known Scripting Issues < nowiki > [ < / nowiki > Like , " This is an encounter with weak dog s , so if you ' re high level you should encounter a lot of them rather than encountering a few stronger ones . " < nowiki > ] < / nowiki > Feral Dog Lair . Frequency Low < br > Quirks : need a reasonable amount of LK or the Outdoorsman skill to find their lair < br > A cave used as a lair by some feral dog s < br > List of creatures to load : X dogs , 1 mean dog , X puppies < br > One of the many caves used by the feral dogs that live in these hills . The dogs guard their territory , growling and snarling if you come close , and attacking if you get too close to their cave entrance and especially their pups . < br > Map Name < nowiki > [ Any place that has a small cave ] < / nowiki > < br > Known Scripting Issues < nowiki > [ < / nowiki > If you have enough of these dog encounters and kill enough dogs , the Hangdogs notice the decline in wild dogs and become upset . You can make it up to them by telling them how many freakin dogs are running all over Denver . < nowiki > ] < / nowiki > Pack of Feral Dogs . Frequency Medium < br > Quirks : none < br > A pack of feral dog s , hunting for food . < br > List of creatures to load : X dogs , X mean dogs , X hungry dogs < br > Map Name < nowiki > [ Any place that is an open area ] < / nowiki > < br > Known Scripting Issues < nowiki > [ < / nowiki > If you have enough of these dog encounters and kill enough dogs , the Hangdogs notice the decline in wild dogs and become upset . You can make it up to them by telling them how many freakin dogs are running all over Denver . < nowiki > ] < / nowiki > Blackfoot Raiders . Frequency Medium < br > Quirks : none < br > A group of Blackfoot raiders < br > List of creatures to load : 4 - 6 tribal raiders in armor & weapons appropriate to the tribe ' s tech level . < br > A group of Blackfoot raiders , searching for caravans to attack and loot . They ' re not equipped to handle bringing back slave s , just loot . Their armaments will vary depending upon the tech level of the town ( if the player helps them make guns and such , they ' re more likely to have guns ) . If they ' re friendly to you ( because you are allied with the Blackfoots ) , you can trade with them . If they ' re hostile , they attack you . < br > Map Name : any terrain map appropriate for the lands outside the Blackfoot town < br > Known Scripting Issues : Will need to check tech level of the village and pick appropriately armed and armored raiders . This encounter should not occur if the Blackfoot town has been destroyed ( normal , non - Blackfoot raiders would be the norm instead , at the normal probability ) . Blackfoot Slavers . Frequency Medium < br > Quirks : none < br > A group of Blackfoot slavers < br > List of creatures to load : 6 - 8 tribal slaver s in armor & weapons appropriate to the tribe ' s tech level . < br > A group of Blackfoot slavers , looking for people that would be easy to enslave . They ' re primarily geared toward bringing back slaves , but can always use the newly - enslaved as bearers so they ' re not adverse to looting as well . Their armaments will vary depending upon the tech level of the town ( if the player helps them make guns and such , they ' re more likely to have guns ) . If they ' re friendly to you ( because you are allied with the Blackfoots ) , you can trade with them . If they ' re hostile , they attack you . < br > Map Name : any terrain map appropriate for the lands outside the Blackfoot town < br > Known Scripting Issues : Will need to check tech level of the village and pick appropriately armed and armored raiders . This encounter should not occur if the Blackfoot town has been destroyed ( normal , non - Blackfoot slavers would be the norm instead , at the normal probability ) . Hangdog Raiders . Frequency Medium < br > Quirks : none < br > A group of Hangdog raiders < br > List of creatures to load : 4 - 6 tribal raiders in armor & weapons appropriate to the tribe ' s tech level , plus as many dog s as there are raiders < br > A group of Hangdog raiders , searching for caravans to attack and loot . They ' re not equipped to handle bringing back slaves , just loot . Their armaments will vary depending upon the tech level of the town ( if the player helps them make guns and such , they ' re more likely to have guns ) . If they ' re friendly to you ( because you are allied with the Blackfoots / Hangdog ) , you can trade with them . If they ' re hostile , they attack you . If you ' re just allied with the Blackfoots and haven ' t associated with the Hangdogs yet , they ' re still non - hostile but not exactly friendly . < br > Map Name : any terrain map appropriate for the lands outside the Blackfoot town < br > Known Scripting Issues : Will need to check tech level of the village and pick appropriately armed and armored raiders . This encounter should not occur if the Blackfoot town has been destroyed ( normal , non - Blackfoot raiders would be the norm instead , at the normal probability ) . < br > If the PC attacks and some are left alive , set the Blackfoot / Hangdogs as hostile . Hangdog Slavers . Frequency Medium < br > Quirks : none < br > A group of Hangdog slavers < br > List of creatures to load : 6 - 8 tribal slavers in armor & weapons appropriate to the tribe ' s tech level , plus as many dog s as there are raiders < br > A group of Hangdog slavers , looking for people that would be easy to enslave . They ' re primarily geared toward bringing back slaves , but can always use the newly - enslaved as bearers so they ' re not adverse to looting as well . Their armaments will vary depending upon the tech level of the town ( if the player helps them make guns and such , they ' re more likely to have guns ) . If they ' re friendly to you ( because you are allied with the Blackfoots ) , you can trade with them . If they ' re hostile , they attack you . If you ' re just allied with the Blackfoots and haven ' t associated with the Hangdogs yet , they ' re still non - hostile but not exactly friendly . < br > Map Name : any terrain map appropriate for the lands outside the Blackfoot town < br > Known Scripting Issues : Will need to check tech level of the village and pick appropriately armed and armored raiders . This encounter should not occur if the Blackfoot town has been destroyed ( normal , non - Blackfoot slavers would be the norm instead , at the normal probability ) . Swarm of Mantis . Frequency Medium < br > Quirks : the manti swarms only appear as an encounter type if you kill off the giant mutant bat s living in the Blackfoot caves ; otherwise their numbers are too low for them to need to swarm , and thus the player never sees them . < br > A swarm of hungry mantis < br > List of creatures to load : 5 - 12 mantis < br > " ' Map Name " < nowiki > [ Any terrain appropriate to the area ] < / nowiki > < br > Known Scripting Issues < nowiki > [ ] < / nowiki >