Jericho design document/2

This is part 2 of the Jericho design document for Van Buren, the canceled Fallout 3 by Black Isle Studios.
== Quests ==
=== 1. Fix the leaks in the plant. ===
Pipes: The pipes running between all the equipment are old and corroded, and have tendency to burst.
Filling station shutoff valves: The valves of the water dispenser at the filling station don't shut off the water coming from the storage vat completely, causing water to constantly drip away into the dirt.
Storage vat: There are numerous hairline cracks in the sides of the storage vat.
* Initiator: Deputy Caulwell
* Importance: Minor
* Scope: Small
* Science Boy: Using a basic toolkit, patch all the leakrs (Mechanics/Easy). 
* Combat Boy: 
* Stealth Boy: 
* Charisma Boy:
* Journal: I repaired most of the leaks at the water plant.
* Dumb Journal: Plant not leaky no more.
10_PIPE_REPAIR
10_FILLING_STATION_REPAIR
10_VAT_REPAIR
=== 2. Build an automated water pump ===
Pumping the water into the plant for desalination by hand is slow and inefficient. The plant's old computer contains the schematics for an automated pump, but only a mechanically-skilled character can understand the schematics.
* Initiator: Deputy Caulwell
* Importance: Major
* Scope: Medium-Large (depending on what parts will be required)
* Science Boy: Using the schematic learned from the computer on, build an automated pump for the main floor using parts like a small electric motor and an air compressors (Mechanics/Hard).
* Combat Boy: 
* Stealth Boy: 
* Charisma Boy:
* Journal: 
*# I downloaded the schematic for an automated water plant into my PipBoy from the Jericho water plant's pump control computer.
*# I built an automated water pump for the water plant in Jericho. The plant should be able to produce fresh water a lot more quickly and efficiently now.
* Dumb Journal: I make man-less pump for plant. More faster water for everybody now.
PLANT_PUMPS = 0 // Plant pumps are manually-operated
PLANT_PUMPS = 1 // PC has learned how to build an automated pump
PLANT_PUMPS = 2 // PC has installed an automated pump in the plant
=== 3. Kill Jeremiah. ===
The Hands of God, led by Jeremiah Rigdon, have recently attacked and burned three of Jericho's caravans. There were no casualties on either side, but O'Connor feels the Hands of God may soon become a bigger threat, so he wants the PC to enter the Mormon camp and assassinate Jeremiah if Jeremiah cannot be convinced to lay off the caravans.
* Initiator: Sheriff O'Connor
* Importance: Major
* Scope: Minor
* Science Boy: 
* Combat Boy: Kill Jeremiah.
* Stealth Boy: Kill Jeremiah without alerting the camp.
* Charisma Boy: Convince Jeremiah to back down and make peace with Jericho (Persuasion/Hard). Or, trick O'Connor into thinking the Mormons are planning an attack, and get his militia's help in wiping out all the Mormons (Deception/Hard).
* Journal:
* Dumb Journal:
10_HANDS_OF_GOD
:0 = Quest hasn't been mentioned
:1 = O'Connor mentioned quest
:2 = PC accepted quest
:3 = PC has killed all the Hands of God
:4 = Quest complete
=== 4. Exterminate the vermin ===
In and around Jericho are several locations infested with creatures. Sheriff O'Connor would like an enterprising mercenary to go to heart of these infestations and remove the creatures once and for all. The PC will need to defeat the wasps and destroy their nest at Union Station, descend into the sewers and wipe out all the rats, and
* Initiator: Sheriff O'Connor
* Importance: Minor
* Scope: Small
* Science Boy: 
* Combat Boy: Kill the leeches, which will be of average difficulty if the level is still flooded, or easy if the level is drained first.
* Stealth Boy: 
* Charisma Boy: 
* Journal: I killed the radioactive leeches plaguing the lower level of the Jericho plant.
* Dumb Journal: I kill all icky leech things in water at water plant.
10_EXTERMINATOR
:0 = Quest hasn't been mentioned
:1 = O'Connor mentioned the quest to the PC
:2 = PC accepted the quest
:3 = PC completed the quest
:4 = Quest complete
=== 5. Sabotage the water plant ===
Certain factions in Hoover Dam would rather see Jericho fail and turn to dust rather than prosper as an independent entity in the wasteland. These elements will ask the PC to sabotage the water plant and render it incapable of producing fresh water ever again.
* Initiator: (Hoover Dam caravan group?)
* Importance: Major
* Scope: Small
* Science Boy: 
* Combat Boy: 
* Stealth Boy: Walk up to the boilers, pumps, and pipes and remove or loosen parts without being noticed and without causing the equipment to fail immediately (Steal/Hard).
* Charisma Boy: 
* Journal: I subtlely sabotaged much of the Jericho plant's equipment. It won't fail immediately, but soon... and when I'm not around to be blamed.
* Dumb Journal: I make water plant machines not work good. Soon all be broke.
10_PLANT_SABOTAGE 
:0 = Quest hasn't been mentioned
:1 = Quest has been mentioned to the PC
:2 = PC accepted the quest
:3 = PC completed the quest
:4 = Quest complete
=== 6. Poison the water shipments ===
By poisoning the water shipments, Jericho's credibility will be ruined, and other towns in the wasteland will refused to buy water from them. 
* Initiator: (Hoover Dam caravan group?)
* Importance: Major
* Scope: Small
* Science Boy: Concoct the poison yourself (Science/Average) if you don't have anything better on you.
* Combat Boy: 
* Stealth Boy: Slip the poison into the water barrels at the caravan staging area without anyone noticing (Steal/Average).
* Charisma Boy: 
* Journal: 
* Dumb Journal: 
10_WATER_POISON
=== 7. Negotiate a water contract with Hoover Dam ===
Hoover Dam has difficulty gaining easy access to fresh water, and they want to negotiate a contract with Jericho for shipments of fresh water. If the PC doesn't step in, the slick Hoover Dam guys will see to it that Hoover Dam benefit mores from the deal than Jericho does. This quest will only happen once the water plant has increased its output due to the automated water pump and biodiesel generator.
* Initiator: Sheriff O'Connor (he brings the matter to the PC's attention)
* Importance: Minor
* Scope: Small
* Science Boy: 
* Combat Boy: 
* Stealth Boy: 
* Charisma Boy: A PC with a good Barter skill can negotiate a contract fair for both sides or one that favors one side.
* Journal:
* Dumb Journal:
10_WATER_CONTRACT 
:0 = No contract
:1 = A contract has been agreed upon
10_HD_DISCOUNT
:0 = No discounts from Hoover Dam
:1 = Jericho gets a discount on one HD export
:2 = Jericho gets a discount on two HD exports
10_PC_BRIBE
:0 = PC didn't take a bribe
:1 = PC took a bribe
=== 8. Build a biodiesel generator for the Jericho water plant ===
The water plant can't use the automated pump unless the pump is supplied by electricity. Due to the lack of gasoline, a biodiesel engine which can run on the same salicornia oil Jericho uses for heating and lighting needs to be built.
* Initiator: Deputy Caulwell
* Importance: Major
* Scope: Medium (PC can learn about biodiesel and salicornia from the FoA library in Hoover Dam)
* Science Boy: Build a generator which runs on biodiesel so that the plant can use the automated pump (Mechanics/Hard).
* Combat Boy: 
* Stealth Boy: 
* Charisma Boy:
* Journal: 
* Dumb Journal: 
=== 9. Find and return Ivan, the escaped worker ===
One of the workers from the water plant managed to slip out of the barracks during the night. O'Connor will ask the PC find Ivan, kill him, and bring back his corpse, where it will be hung up in the plant as an example to the other workers.
* Initiator: Sheriff O'Connor
* Importance: Minor
* Scope: Medium (requires the PC to travel to Fort Abandon)
* Science Boy: 
* Combat Boy: 
* Stealth Boy: 
* Charisma Boy: The PC can use Deception to lie to O'Connor about finding and killing Ivan if the PC is a good guy and decides to spare Ivan's life. He'll only get half the reward he was promised, though.
* Journal: 
* Dumb Journal: 
10_ESCAPED_WORKER
:0 = Quest hasn't been mentioned
:1 = O'Connor mentioned the quest
:2 = PC accepted the quest
:3 = PC found Ivan; Ivan is dead
:4 = PC found Ivan; Ivan is alive 
=== 10. Find out who's been stealing from Anson. ===
Anson has suffered a series of burglaries lately, and he really wants to know who's responsible. He'll hire the PC to watch over his bar at night or "investigate" other people's belongings to find the culprit.
* Initiator: Anson
* Importance: Minor
* Scope: Small
* Science Boy: 
* Combat Boy: 
* Stealth Boy: Pick the lock on the chest in Marie's room (Security/Average), swipe the loot, and show it to Anson as proof. Alternately, hide in the bar after it closes and wait for Marie to come out and start pilfering Anson's stash (Sneak/Average).
* Charisma Boy: Lie to Anson about who's responsible and either blame an innocent man (Doc Lane) or a fiction thief (Goatee Man).
* Journal: 
* Dumb Journal: 
10_ANSON_THIEF
:0 = Quest not mentioned
:1 = Anson mentioned the job
:2 = PC took the job
:3 = PC knows who the thief is
:4 = Quest complete
Area 	Quest Name 	Designer	DStatus	Script	SStatus	Log Stat	Passable	QA 100%
JERICHO PLANT	 	 	 	 	 	 	 	
Jericho Town 	Fix the leaks in the plant 	Jhusges 	 	 	 	 	 	
Jericho Town 	Build an automated pump for the plant 	Jhusges 	 	 	 	 	 	
Jericho Town 	Kill Jeremiah 	Jhusges 	 	 	 	 	 	
Jericho Town 	Exterminate the vermin 	Jhusges 	 	 	 	 	 	
Jericho Town 	Sabotage the water plant 	Jhusges 	 	 	 	 	 	
Jericho Town 	Poison the water shipments 	Jhusges 	 	 	 	 	 	
Jericho Town 	Negotiate a water contract with Hoover Dam	Jhusges 	 	 	 	 	 	
Jericho Town 	Build a biodiesel generator for the plant 	Jhusges 	 	 	 	 	 	
Jericho Town 	Find and return Ivan 	Jhusges 	 	 	 	 	 	
Jericho Town 	Find out who's been stealing from Anson 	Jhusges 	 	 	 	 	 	
== Scripting ==
=== General ===
Ivan's Execution: If the PC brings Ivan back to O'Connor, the sheriff will order Ivan's execution. A deputy escort Ivan to the gallows, followed by fade-out/fade-in, and Ivan's corpse will be dangling from a rope, swaying in the wind.
Marie's thefts: At 1:30 AM, Marie will sneak out of her room, go behind the bar, and pilfer Anson's bar. The PC must be sneaking to be able to catch her in the act. If Marie spots the PC, she will float something like "Eek!" and retreat to her room. She won't try stealing for another 24 hours. Otherwise, once the PC witnesses her stealing, he can either stay hidden and let Marie go back to her room, or emerge from hiding and confront her.
Generic Mormons: These generic Mormons will run away and hide in the fallout shelter if the PC approaches the camp (it's a desert, so they can spot him coming from a long way away). They'll also futz the elevator controls so the PC can't get down to them. However, when Jeremiah and the Hands of God appear, the generic Mormons should appear outside in the camp along with Jeremiah and krew, feeling safe and happy again now that the Mormon protectors have returned.
=== Town-Specific ===
Water plant security: After the water plant operation ceases at 8 PM, a single deputy will be patrolling the plant. If he sees the PC sabotaging anything, he'll raise the alarm. The PC will have to take him out or otherwise be out of sight if the PC is up to no good.
Jeremiah and the Hands of God: Jeremiah and his little band of caravan wreckers won't show up at the Mormon camp until the PC has accepted the quest to hunt them down and kill them. Prior to that time, Jeremiah and krew are out in the wasteland trying to tear shit up.
== Cool Shit ==
=== Cool Epithets ===
"Water Baron": if the PC takes over the Jericho plant. 
"Hangman's Friend": If the PC's actions result in all three nooses of the gallows being occupied, he gets this epithet. The three potential hangees are Jeremiah, Doc Lane, and Ivan.
=== Cool Hooks ===
Plant Power Supply
If the plant becomes automated, it becomes reliant on Hoover Dam's electricity. Eventually, a delegation from Hoover Dam will arrive to start negotiations. Things won't go well if the PC doesn't step in and fix things.
== Sound Requirements ==
Area 	Sound requirements
Jericho Town 	MUSIC DESCRIPTION
Jericho Town 	Something like the FO track "Industrial Junk", or a mixture of that and the New Canaan theme to reflect that this is an industrial part of New Canaan
Jericho Town 	BASIC SFX
Jericho Town 	The water plant is only during the day, from 8 AM to 8 PM. During this time, the following sounds will be heard:
* The rumble of the fires heating the boilers (louder the closer the PC is to a boiler, but reduced to a low rumble when the PC is on the opposite side of the plant)
* Water plip-popping from the leaking pipes running between the various pieces of equipment. This effect stops when the PC has repaired the pipes.
* Water gushing and splashing into the vat (loudest when the PC is to the storage vat)
* Hissing steam as it escapes occasionally bursts from cracks in the pipes and boilers (centered around the boilers). This effect stops when the PC has repaired the seals around the boilers.
* On/off sound of water surging through the pipes as it's being manually pumped (loudest when standing next to a pump)
* Constant sound of surging water through the water pipes if the pumps are automated 
* Humming automated pumps, if present (the pumps next the storage vat will be loudest, since the boiler fires tend to drown out the pumps near them)
Of course, if the people of Jericho are slaughtered or the PC sabotages the plant, the plant will become silent.
In the town exterior, the wind can be heard on occasion, shrieking between the buildings.
Jericho Town 	WALLA SFX
Jericho Town 	Occasional loud swears coming from the exhausted workers.
Inside Anson's, the low murmuring of conversation between people and the clink of glasses can be heard.
Union Station 	MUSIC DESCRIPTION
Union Station 	Desolate wilderness music, since the train station is abandoned and set away from the main town.
Union Station 	BASIC SFX
Union Station 	Wind, occasional creaking of old wood.
Union Station 	WALLA SFX
Union Station 	No walla.
Jericho Sewers 	MUSIC DESCRIPTION
Jericho Sewers 	"Underground Troubles" – spooky, underground music.
Jericho Sewers 	BASIC SFX
Jericho Sewers 	Occasional dripping of water from the ceiling into standing pools of water. This area is still somewhat damp
Jericho Sewers 	WALLA SFX
Jericho Sewers 	None
Fallout Shelter	MUSIC DESCRIPTION
Fallout Shelter	Religious-style music, since this is Mormon territory.
Fallout Shelter	BASIC SFX
Fallout Shelter	Typical vault sounds – computers beeping, vents humming, fans whirring. Not too much of this, since it's a small vault.
Fallout Shelter	WALLA SFX
Fallout Shelter	Mormons murmuring prayers to themselves once in awhile. Overall, they're a pretty quiet group.
Mormon Camp 	MUSIC DESCRIPTION
Mormon Camp 	Religious-style music, since this is Mormon territory.
Mormon Camp 	BASIC SFX
Mormon Camp 	Tents flapping occasionally in the wind
Mormon Camp 	WALLA SFX
Mormon Camp 	Mormons murmuring prayers to themselves once in awhile. Overall, they're a pretty quiet group.
== Location Checklist ==
Attribute 	Challenge 	Reward
CHARACTER SPECIFIC 	 	
Evil Karma Character 	 	
Good Karma Character 	 	
Stupid Character 	 	
Low Reputation Character 	 	
High Reputation Character	 	
Human Character 	None 	None
Male Character 	None 	None
Female Character 	None 	None
Strength 	Force open the stuck doors on the flooded level 	Gain access to spare parts for the plant and other goodies without using up any explosives
Perception 	Notice the movement of the leeches in the flooded level 	Bonus to hit them under the water?
Endurance 	Resist the radioactive leech bites better 	General radiation resistance
Charisma 	Better results when speaking to people in the area 	More effective diplomacy and barter skills
Intelligence 	Realize after fixing the equipment on the lower level that they're connected to an electric power source. 	Use the knowledge to help automate the top floor
Agility 	Dodge some falling debris in the Sewers if you trigger a cave-in 	Take less damage
Luck 	Get the emergency floodpump working simply by kicking it 	No need to repair the floodpump to make it work
COMBAT BOY 	 	
Firearms 	General combat 	General combat experience
Melee 	General combat 	General combat experience
Unarmed 	General combat 	General combat experience
CHARISMA BOY 	 	
Deception 	 	
Barter 	Negotiate an electricity deal between Hoover Dam and New Canaan 	Rep boost between one or both sides, XP
Persuasion 	 	
SCIENCE BOY 	 	
Medic 	Discover that the ill workers are suffering from radiation poisoningDiscover that the ill workers were all bitten by something 	Experience and knowledge of how to treat the workers' illnessExperience and information
Mechanics 	Repair broken stuff in the plantBuild automated pumps for the plantConvert the plant to an alternate power sourceStudy the water still at the cultist camp and figure out how to build more	Experience and the gratitude of the foreman and the MormonsLots of experience, and big rep boost among the MormonsLots of experience, and a big rep boost among the MormonsTeach the Mormons how to build water stills to alleviate their water shortage
Science 	 	
Outdoorsman 	 	
STEALTH BOY 	 	
Lockpick 	 	
Sneak 	Walk through the unstable section in the sewers 	Won't trigger a tunnel collapse and can bypass the icky rats
Steal 	Sabotage pipes, pumps, and valves by removing and loosening parts 	XP and the reward of whoever put you up to the job
Traps 	 	
EASTER EGGS 	 	
Easter Egg, Easy 1 	The ancient corpse of a worker buried in the silt 	Corpse has some items on him
Easter Egg, Medium 1 	 	
Easter Egg, Hard 1 	 	
PERKS + TRAITS 	 	
Perks 	 	
Traits 	 	
ENVIRONMENT 	 	
Economics 	 	
Power/Infrastructure 	The boilers in the water plant are fed with coal 	
Food 	Food is provided by New Canaan. 	
Tie to Another Area 1 	Hoover Dam 	The lower level of the plant is connected to the generators at Hoover Dam, and the engineers there may notice a drop in power if the PC gets the automated plant pumps working.
Tie to Another Area 2 	Mesa Verde 	The CNPC Battery works at the plant, and can point the way to his home village.
Tie to Another Area 3 	Burham Springs 	
Tie to Another Area 4 	 	
MULTIPLAYER GAMING 	 	
Multiplayer Elements? 	 	
POST-GAME ADVENTURING 	 	
Ending 1 	Player never visited the plant 	No cinematic.
Ending 2 	Player automated the plant and converted it to a new power source 	New Canaan survives, and prospers somewhat (supposing that the refugee situation is handled appropriately)
Ending 3 	Player took over the plant and sucks all the wealth out of the town 	Most of New Canaan dies out and only the plant is left standing, which becomes the new town of Jericho
Ending 4 	Player destroyed the plant 	New Canaan either withers away, refusing to join NCR 'cause they think NCR had their plant destroyed (might even be true)
Ending 5 	Player left the refugees in charge of the plant 	Refugees fight among themselves and the Mormons over the plant, destroying it in the process; the battle engulfs the city, and New Canaan is destroyed in the fighting
Ending 6 	Player visited the plant but didn't convert the plant to another source of fuel 	New Canaan runs out of coal and has to shut down the plant
Possible Other Endings 	 	
== Room for Improvement ==
Prosperity: People in Jericho will have more cash on them the more efficient the plant becomes. Lane's store will also contain more valuable items.
Store Frequency: Restocking will occur less frequently if the PC is selling the plant's water since the people can't afford to buy as much stuff.
Community: If the PC sabotages the water plant, all the named characters except Lane and most generic NPCs will be gone from the town. It'll become a ghost town.
== End Movies ==
WHERE TO GO CONDITIONS
The player never entered Jericho 	Skip Cinematic
PC made peace between Jericho and the Mormons	Goto 1
Jerich got nuked 	Goto 2
PC optimized the water plant 	Goto 3
PC didn't help Jericho OR the Mormons 	Goto 4
1. Jericho and Mormons together in peace, plant optimized
The presence of the Mormons tempered Jericho with morality as the town grew large and prosperous thanks to its optimized water plant. Jericho becomes one of the most important towns in the wasteland, known for its fairness towards its trading partners and generosity towards the unfortunates of the wasteland.	Jeremiah and O'Connor shaking hands, surrounded by smiling townsfolk and a prosperous Jericho.
2. Jericho and Mormons together in peace, plant not optimized
When Jericho's aging water plant eventually breaks down, the citizens are sustained by their faith through the troubled time, thanks to the Mormons. Although Jericho's dreams of prosperity turn to dust, the town manages to survive, and becomes a place many decent, hard-working people call home.	Jericho with a nice Mormon church in the middle of town. Not prosperous, but not falling apart.
3. Jericho nuked
Atomic fire wipes Jericho from the face of the wasteland. The radiation from the blast ensures that no one will rebuild anywhere near the ruins of Jericho for a long, long time.	Jericho as a big, black, smoking radioactive crater, maybe with an scorched, upside-down sign reading "Jericho".
4. Mormons destroyed, water plant not optimized
Jericho enjoys many years of peace and prosperity until their water plant, reliant for far too long on jury-rigged parts, breaks down completely. Jericho eventully becomes a ghost town, the empty water plant the only sign of its former glory.	The water plant with its doors wide open, abandoned. Rusty piles of junk are strewn everywhere.
5. Mormons destroyed, water plant optimized
Jericho becomes one of the most important towns in the wasteland, thanks to its fully operational water plant. However, as Jericho's wealth grows, so does the corruption inside the town. Factions vie for control of the town, and bribery and assassinations become an integral part of Jericho's politics.	Jericho, looking prosperous, but with a dead guy in the street as other well-dressed townspeople look on.
6. PC didn't help Jericho OR the Mormons
The skirmishes between Jericho and the Mormons eventually turn deadly, and although the Mormons are eventually wiped out in the conflict, much of the town is destroyed in the process. Many citizens choose to start over somewhere else in the wasteland, and the dream of Jericho is abandoned.	Jericho with a lot of burned down buildings.
== Random Notes ==
== Appendix ==
6/12/03: Created this document
6/23/03: Added the Sewers, Fallout Shelter, and Cultist Camp. Modified/added quests and area details based on suggestions from the meeting.
6/30/03: Made changes based on Sawyer comments
# Expanded the story for the cultists and the reason the Mormons don't run them off
# Added a quest where the PC can expose the cultists' true nature to the Sheriff
# Added more quests for Stealth Boys
# Added a new Barter quest for Charisma Boys
9/15/03: Incorporated elements of New Canaan into the newly-christened town of Jericho. Turned Jericho into a stand-alone place.
10/28/03: Modified some of the end movies. Changed the descriptions of some of the quests to match NPC dialogues.
Category:Jericho design document