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Characters / Fallout: New Vegas - Old World Blues

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This is a partial character sheet for the Video Game Fallout: New Vegas. Visit here for the main character index. Subjective trope and audience reactions should go on the YMMV page.

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    The Think Tank
"It is truly the end of all intelligence when the Lobotomite speaks more wisdom than you 'geniuses'".
Dr. Klein

A group of some rather... interesting Pre-War Scientists, they will be the first group of people - for a given value of "people" - the Courier will meet after entering the Big MT.

Provides examples of:

  • Artistic License – Biology: As a whole, the group tend to hold rather bizarre perspectives on human anatomy, especially given Klein's belief that fingers and toes are penises...
  • Beware the Silly Ones: Ulysses of all people is terrified of them. As hilariously endearing as they are, he's not wrong to fear them.
  • Big Bad: They - Dr. Klein in particular - are the real instance of this trope in Old World Blues, and not Dr. Mobius as the player is led to believe.
  • Body Horror: Similar to Mr. House, their current form is considered so alien that in-game they classify as "Abominations".
  • Brain in a Jar: They are literally brains supported by floating jars.
  • Broken Masquerade: By the time you show up, the Think Tank are on the verge of breaking from the Eternal Recurrence tampering Dr. Mobius did to keep them from leaving the Big MT. All thanks to the actions of Elijah, Ulysses and unwittingly, you.
  • Blue and Orange Morality: Centuries of being robotic brains in jars have done much to alienate them from normal human thought. The Mentats they're hooked on probably do not help.
  • Call-Back:
    • They are indirectly responsible for the Tranquillity Lane simulation in Fallout 3 that the Lone Wanderer's father is trapped in for the first half of the game; for good measure, a cut ending mentions the Think Tank deciding to re-enact Tranquility Lane in real life upon the entirety of the NCR. It's also implied the tech they used to make them what they are now was first tested on Professor Calvert in Point Lookout.
    • Whether it is this or Foreshadowing depends upon the order that you did the DLCs in, but they are responsible for Christine's near-lobotomizing, the Cloud, the Ghost People, and most of the Sierra Madre in general.
  • Chewing the Scenery: Klein, Borous, Mobius, and eventually you, if you choose to convince them that your skull houses the BRAIN OF MOBIUS!
  • Cloud Cuckoo Landers: The Think Tank and sanity went their separate ways a looong time ago.
  • Crippling Overspecialization: Each of them has a specific obsession, and nothing even approaching skills in any other area.
  • Curb-Stomp Battle: If you choose to fight them. Even if you had a hard time with them, the ending states that the fight between them and the Courier was downright humiliating.
  • Dirty Coward: Without their pacification field that renders outsiders incapable of harming them, they are all incredibly weak and cowardly.
    Klein: "None of us has ever been in a fight. No. We do not want that."
  • Ditzy Genius: For the brightest scientific minds of their generation, they all show an astounding lack of common sense and general knowledge, though a good deal of this is due to a mixture of drug abuse, isolation from human bodies, and sabotage by Mobius. For example, they will praise you as a genius if you recommend to Dr. 0 to put a slash through the 0 to indicate it's a number, not a letter.
  • The Dreaded: These guys scare Ulysses. Of course, this is primarily due to the Pacification Field that would have made it impossible to defend himself from them.
  • Drugs Are Bad: Centuries of Mentat abuse have not done them any favors.
  • Eternal Recurrence: Their mental patterns are on a loop, so they're barely aware of what they're really doing. They don't remember the outside world except in the vaguest sense, and they continuously do the same experiments over and over, learning nothing from them.
  • Evil All Along: Well, technically amoral, but you already know that. The problem is that they're manipulating you into giving them what they need to escape Big MT to conduct their experiments on the Mojave and the world at large.
  • Foil: To the Institute, who are pretty much a serious take on the Think Tank. Both organizations utilize humanoid slave labor (Lobotomites for the Think Tank and Synths for the Institute), are nigh impossible to access without teleportation, and generally have technology that's light-years beyond what even factions like the Enclave or Brotherhood of Steel could have dreamed of. However, the Institute are ultimately far more dangerous than the Think Tank are in that they're... well, sane, and can actually advance their tech and create new wonders of science and technology. The Think Tank, by contrast, are so bogged down by Dr. Mobius' and their own recursion loops that it's nearly impossible for them to create anything new anymore that won't turn a city into cinders. Meanwhile, the Institute is less powerful than them, but is far more skilled, and has been able to effortlessly control the entire Commonwealth for over half a century while guiding it towards what they see as a better world. The Think Tank, if let out of the Big Empty in a cut ending, more or less just turn the entire Mojave into a smoking crater. The Institute also had relatively few resources left over from the Pre-War days, and had to build all of their technology on their own (which took them a hell of a long time). Meanwhile, the Think Tank had the advantage of their still-remaining (more or less) Pre-War research facility.
  • Foreshadowing: Likely unintentional, but their Evil Plan involves them putting their minds and consciousness into Lobotomites so that they can escape the limits of the Big Empty, with them essentially going through Brain Uploading in the process. Meanwhile, in Fallout 4, one of the companion quests - Curie's - involves her having her mind and consciousness downloaded into a braindead Synth, with the process being essentially Brain Uploading, and her doing this so as to escape the limits of her mechanical Ms. Nanny body.
    • Their teleportation technology also looks a lot like that developed by the Institute.
  • For Science!: It's stated as their literal motivation. Not science as applied toward any specific goal. Just... "science."
  • Greater-Scope Villain: They're responsible for the Nightstalkers and Cazadores that have overrun the Mojave, as well as the Cloud and the state of the Sierra Madre. The man-eating plants of Vault 22 originated in Big MT too, though no specific Think Tank member claims responsibility for that one.
    • They are also the Greater-Scope Villain to several antagonists in Fallout 2 and 3. If it was a horrifying application of mad science, it's very likely their research was directly or indirectly responsible. Dr. Braun and Professor Calvert spring to mind.
  • Heel–Face Turn: If you befriend the four other Think Tank members, they'll stand up to Dr. Klein when he tries to get rid of you during the final confrontation and overrule him, thus making him agree to serving you.
  • Heroic Comedic Sociopath: Most of the time. Then you get to see some of their results, which are less funny.
  • Humans Through Alien Eyes: They've forgotten what it's like to be human, having spent most of their long lives as brains in jars. Klein and the rest initially regard you with the suspicion and fear due to an alien invader.
  • Insufferable Genius: Most of them, Dr. Klein especially.
  • Jerkass: Klein (abrasive and arrogant) and Borous (callous and aggressively petty when it comes to his high school years), and 0 if he's in a bad mood (which is often). On the other hand, Dala thinks you're just fascinating and 8... seems... nice. Maybe. Granted, both Dr. 0 and Dr. Borous will soften up if you convince 0 to take pride in his name and get Borous to remember how badly he treated his dog Gabe.
  • Know-Nothing Know-It-All: It's abundantly clear that Dr. Klein has absolutely no idea what the heck he's doing. Dr. 0 is seemingly almost as bad - his scientific specialty is apparently limited to "taking robots apart" and he tends to destroy his equipment a lot - but he is willing to admit that he is not all that good at the thing he ostensibly specializes in, and he did produce both Muggy and Securitrons that are better than RobCo's Mk. II in some hardware respects despite centuries of being in the open with no maintenance. note  The rest of the Think Tank seem genuinely skilled and productive in their areas of expertise, Dr. Borous dangerously so. Their general lack of sense can be attributed to centuries of Mentat abuse, as well as that the biogel that the brains float in is corrosive over time. All of the scientists were geniuses when they were human. note 
  • Laughably Evil: These guys are so insanely goofy that it's easy to forget how absolutely amoral and lethally dangerous they are.
  • Mad Scientist: No, really? The fact that they tend to hop themselves up on Mentats doesn't help a bit. They've also been doing virtually the same things over and over and over for more than 200 years. Vivisection can get boring, you know. Finally, this is Fallout, and Fifties Science! was imagined to be a little different from regular old science.
  • Malaproper: Unpossible! And all things robotical.
  • The Man Behind the Curtain: Despite all their technological brilliance, the Think Tank aren't much of a threat in person once you get past their defences.
  • The Man Behind the Man: Remember the Cloud, the Ghost People, Christine, and the fall of the Sierra Madre in general? Yeah, that was all their idea. Or at least, their doing. Not to mention the Cazadores, Nightstalkers, and the Spore carriers plaguing the Mojave and Zion Valley. They're also indirectly responsible for the Marked Men of the Divide and Tranquillity Lane.
  • Morally Ambiguous Doctorate: Even when they were human, they weren't very good people.
  • Meaningful Name:
    • All their names have to do with infinite loops and endless repetition. A 0 (a loop), an 8 (a sideways infinity symbol), Klein (as in a Klein Bottle), Mobius (as in a Mobius Strip), Borous (short for Ouroboros, the snake that eats its own tail - though you can point out that it's spelled incorrectly), and Dala (short for Mandala, a circular geometric pattern). All of these names were designed by Dr. Mobius to further set in the infinite loops that the Think Tank are trapped in to keep them inside the Big MT.
    • Many of their names also hint at their specialties such as Borous (named after the Ouroboros), being an expert at creating monstrosities, or 8 (a reference to octave) being a sound specialist
    • Klein an Mobius being the most prominent amongst them are named after 3D shapes as opposed to 2D ones for everyone else.
  • My God, What Have I Done?: Played for Laughs in their introduction. After learning that the Courier is still intelligent, Klein starts going on about how they were playing God and created a monster.
  • Non-Action Big Bad: Their danger comes from their resources, intelligence and command of vast amounts of Old World technology. In a straight-up fight the Think Tank chassis is already a little underequipped, and they haven't fought anything in so long they've forgotten how their weapons work and will spend most of the fight straight up fumbling with them.
  • Not-So-Harmless Villain: Dr. Mobius warns the Courier that, despite their quirky personalities and seemingly incompetent harmlessness, the Think Tank are brilliant, dangerous, and amoral, and will bring untold horrors to the Mojave if they ever escape Big MT.
    • A cut ending for Old World Blues, with you joining the Think Tank, proves this right.
  • Obviously Evil: Laughable as they are, it's immediately made obvious in their first scene that these are not good, trustworthy people, and dialogue options can't even have the courier really pretending to enjoy serving them one bit.
  • Only Known by Their Nickname: The Think Tanks' real names have been lost to time.
  • Overrated and Underleveled: During Lonesome Road, in one of Ulysses' holotapes he remarks how powerful the Think Tank are, stating that they're too powerful for even him to defeat, and that it would take a hundred Elijahs to challenge their full, combined power. Dr. Mobius likewise plays up the difficulty of the Courier facing all five Think Tank members in a straight out fight. However, in-game they're quite a push-over once you override the Pacification Field that prevents you from shooting them and the ending narration notes how easy the battle was. He may simply be referring to what the Think Tank could do if they were focused and no longer under the influence of Mobius' tampering, and considering that in one cut ending they pretty much annihilate the Mojave, destroying the NCR, Legion, and House presence in the process it's not inconceivable that this is the case. Mobius may have his own reason for telling you about how dangerous he thinks the Think Tank are: He doesn't want the Courier to kill them - they were his friends once, after all.
  • Really 700 Years Old: Like House, Braun and Calvert, they've been around since before the Great War. They also remember bits and pieces of their life before the Great War as much as Dr. Mobius' deliberate tampering of the Think Tank still allows them. But unlike House, their human bodies crumbled a long time ago.
  • The Remnant: Similarly to the Enclave, the Think Tank and the Big MT in general are technically a remnant of the research contractors that the US Government turned to before the Great War. Of course, with all the red tape and interference wiped out in 2077, their pursuit of science took on ever weirder and more depraved directions.
  • Room Full of Crazy: Their houses in the Higgs Village, which may indicate that they are not much mentally sane even before becoming brains in jars. Dr. Dala's house is the most notable one.
  • Was Once a Man: They were scientists working of the Big MT and living in the Higgs Village before deciding to transfer their brains to robots to overcome the limitations of the human body.
  • Worthy Opponent: The Think Tank seem to consider the Vault-Tec Corporation to be one, given how Big MT had to resort to "cheaper" albeit even more amoral measures to match them in experimenting on whole groups of people.

Dr. Klein

Voiced by: Jim Ward

The arrogant and condescending leader of the Think Tanks.

  • The Alcoholic: Implied by the well-stocked bar occupying the front room of his house at Higgs Village.
  • Attention Deficit... Ooh, Shiny!: Or as the case may be, "Ooh, noisy!"
  • Beard of Evil: Back when he was human, Klein had a white goatee.
  • Big Bad: As the leader of the Think Tank, he functions as this once it becomes clear that they're the real villains of this scenario.
  • Blatant Lies: When 0 rips on Dr. Klein (assuming you convinced him to side with you), the former tells the latter that one of his ideas was copied from the Chinese. Klein, in response, vehemently declares that to be a lie! ... And that he'd deleted all evidence to the contrary.
  • Deadpan Snarker: A few of his lines, such as the below "Occam's Razor'' comment, make him come across as this.
  • Insistent Terminology: He is not fond of the term "Big Empty" and tells you that you should address Big MT properly in front of him. He disparagingly refers to the incorrect name along the lines of "taking Occam's Razor to the initialism" and insults the intelligence of the people who came up with the "Big Empty".
  • Large Ham: The game itself lampshades this:
    Mission Objective: Go talk to Dr. Klein, even though you don't have earmuffs.
  • Mean Boss: Frequently condescending arrogant and just plain unpleasant towards both his team members and his temporary allies.
  • No Indoor Voice: Due to Elijah messing with his volume control.
  • Only Sane Man: Relatively speaking (By "relatively", we mean he's still out of touch with humanity enough that he's sure your fingers and toes are penises). Of all the think tank members, Klein seems to be the one most grounded in reality. As a consequence or a cause, he's their leader.
  • Punctuated! For! Emphasis!: "GIVE. THE. LOBOTOMITE. THE. EMITTER."
  • Small Name, Big Ego: The most egomaniacal of the brains, even though he has the least personal achievements.
  • You Have Outlived Your Usefulness: In the end, he will try to pull this on you. You can either kill the Think Tank or convince him otherwise. If you've befriended the rest of the Think Tank, they'll speak on your behalf. Or you can convince them your skull now houses the BRAIN OF MOBIUS!

Dr. 0

"I have a gift with machines. I can render anything inoperable - preserve them in a non-functioning state."
Voiced by: James Urbaniak

A would-be roboticist with a very questionable grasp on technology, a somewhat confusing name and a serious bone to pick with Robert House.

  • Accidental Misnaming: His name is often mispronounced as O, AKA: "Dr. Oh", something that he finds frustrating but has stopped bothering to correct. The player can either convince him to take pride in the name 0 or embrace the name O as the "Oh" of discovery.
  • The Artifact: Before he got rewritten into an ersatz Rusty Venture, he was intended to be a sort of newscaster-type guy. You can still hear this a couple of times in his dialogue where he says, "Breaking news!" (Borous and his Beau Weaver voice seem to have taken up the announcer slack in his place.)
  • Berserk Button: Mr. House and RobCo both infuriate him to the point that just having a Pip-Boy sets him off and makes him think that you must be a spy.
  • Expy: For Rusty Venture from The Venture Bros.. Not only do Dr. 0 and Dr. Venture share the same voice actor - and yes, Urbaniak makes sure to use the same voice and inflections - but they also share similar personalities as well. Both are inventors of dubious competence with a deep inferiority complex towards a superior scientist (Mr. House and Jonas Jr. respectively) as well as drug habits (Mentats for 0 and "diet pills" for Rusty). With the "Wild Wasteland" perk, you can find a "Walking Eye" in one of 0's old labs. Rusty invented a Walking Eye on the show.
  • Dartboard of Hate: Has a picture of House with knives stabbed into it in his house at Higgs Village.
  • The Dog Bites Back: If inspired to take pride in being Dr. Zero, he'll angrily lash out against Klein in the final confrontation.
  • Flat "What": If you suggest to using a slash to tell the letter and number apart, he initially responds with this.
  • Million-to-One Chance: Considers the probability of Mobius having an absolutely massive Roboscorpion tucked away in his lab to protect him as laughably remote.
  • My Hero Zero: Though it's mistakenly read as the letter "O".
  • Walking Techbane: His specialty is basically breaking robots, Muggy being the exception. He was, however, able to upgrade upon the Securitrons, but his robots have since gone violent. The fact that House is arguably the better (or at least more famous) roboticist is the reason that 0 loathes him.
    • There are also scattered signs that he is reasonably adept, if imperfect, at mimicking cybernetic accomplishments, including the Securitrons and the X-13 lab that bears a few of his metaphorical thumbprints.
  • Spell My Name With A 0: He has long since given up on correcting people on his name. With a high enough Intelligence, you can tell him to put a slash through the zero and he will praise you as a genius. If he finally stands up to Dr. Klein at the end, he mentions the slash, which Klein also thinks is a stroke of genius.

Dr. 8


An acoustician, 8's voice module was damaged prior to the DLC by a previous visitor. As such, he can only communicate in sound waves.

  • Adorkable: His remarkable friendliness with the Courier implies this.
  • Butt-Monkey: Downplayed, but he's this among the other members of the Think Tank. Not only did Father Elijah damage his voice module so as to help him escape from the Big Empty, but Dr. Dala implies that the rest of the Think Tank actually prefer Dr. 8 now being nigh-incomprehensible. Also, dialogue with the other Think Tank members and details around Higgs Village imply that due to Dr. 8 being the nicest member of the Think Tank, he's often ignored and left out by the others when doing "science".
  • Call-Back/Call-Forward: Depending on the order that the player experiences the DLCs, he's one to Dead Money either way. The reason he's The Unintelligible because Father Elijah damaged his voice module to use it during his escape from the Big Empty.
  • A Date with Rosie Palms: The Courier can reference masturbation in a dialogue path with him, with options ranging from prudishly tip-toeing around the subject to recommending his/her own methods without batting an eye.
  • Heart Is an Awesome Power: His expertise over sound may seem silly, but his Sonic Emitter is actually one of the best weapons the Courier can have during their adventures in the Big Empty. The "Tarantula" frequency even pushes it pretty damn close to Game-Breaker status.
  • Make Me Wanna Shout: As the team's acoustician, 8 provides the player with an upgradeable Sonic Emitter of his own design... after "warming it up" for you.
  • Mood-Swinger: A little harder to see, being a Think Tank, but once you learn their twists, turns and quivers of their screens are actually attempts at emoting, you start to realize Dr. 8 is very, very emotional, and goes from pissed to disgusted to overjoyed to terrified in very few bunches of code. Reading the relevant .txt files reveals just how much, and even a courier with zero clue about what he's saying can notice.
    • Glurge: He gets worse if you befriend him, and understand what he's saying. Apparently some of the stuff he says is just so mushy even a good courier will probably tell him to tone it down a bit.
  • Nice Guy: Despite speaking only in static, 8 comes off as a lot more approachable and helpful compared to the other Think Tank members. You kind of wonder how did he end up being part of such a bunch of psychotic Mad Scientists.
  • Noodle Implements: Asking him about "ways of passing the time" and "warming up" the Sonic Emitter can result in you being rewarded with some of these.
  • Numerological Motif: Quite apart from his name, he also lives in house #108 at Higgs Village, most of his personal possessions appear in groups of eight, and his acoustical specialty can also lend itself towards octaves.
  • Starfish Language: The RobCo code he communicates through, which sounds like radio static mixed with loud whirring noises. Subtitles render it as incomprehensible symbols.
  • Token Good Teammate: Implied, considering how he (presumably) talks about friendship and has a Meeting People magazine with him. Dala's comments suggest that the rest of the Think Tank prefer him to remain incomprehensible, finding him much too nice and sociable for their tastes.
  • The Unintelligible: Only capable of playing RobCo termlink protocol thanks to Elijah hacking his voice module. You can understand him through a skill check. At least, the Courier will, so you have to figure out what 8 is saying via the Courier's responses.

Dr. Borous

"Can't splice enough, I always say, especially if you can make a magnificent Cazador!"
Voiced by: Beau Weaver

The incredibly patriotic Head of "Animology, Beastology and DNA-Scrambling Technology" whose memories of high school plague him to this very day. He's also the former owner of Gabe.

  • Berserk Button:
    • Borous' hatred of Communists arguably rivals Liberty Prime. He programmed the Book Chute in the Sink with its all-consuming need to cleanse printed books of their nasty, seditious-thought-provoking material by wiping them totally blank.
    • His other one is Richie Marcus, his rival from high school. When acting as the principal in the high school simulation, he is quick to give Richie Marcus a terrible report card, as well as taking any opportunity to question his sexuality. ("Down the end of the hall is ball storage, for jocks who like balls, like Richie Marcus!") Even though Richie Marcus has been dead for 200 years.
  • Bold Inflation: How he talks.
  • Creepy Basement: His house in Higgs Village has one. Specifically, full of animal cages, covered in blood and containing a mutilated teddy bear.
  • Even Evil Has Loved Ones: It's possible to get him to realize that he loved Gabe and feels sorry about the experiments inflicted on him.
  • Evil Cannot Comprehend Good: If you give him Gabe's bowl, he doesn't understand why he suddenly feels horrible after reminiscing about his dog.
  • Evil Is Petty: A Straw Misogynist and a Jerkass. In truth, he never got over a jock bullying him and "stealing" a girl who wasn't interested anyway back in school. As a result, as one quest shows, he became a total asshole who would happily take his worst enemy and have him torn apart by vicious mutated animals, just because he never got over it.
  • Evilutionary Biologist: Created Cazadores and Nightstalkers. 'Nuff said.
  • Freudian Excuse: Was bullied in high school by one Richie Marcus, and Betsy Bright, the girl he had a crush on, chose to go smoking with Richie rather than go to the dance with him.
  • For Science!: While the think tank as a whole are a group of mad scientist Borous takes the cake as his singular reason for doing any type of experiment or research is to simply see what would happen...and also because of his raging god complex.
    Dr. Borous: You may know me as the Head Chief First Researcher of Labs Z-9 and Z-14. There I fought valiantly to preserve rattlesnake DNA, and put it right where it belongs, in the husk of another feared predator. Oh, and the tarantula hawk. Can't splice enough, I always say, especially if you can make a magnificent Cazador!
  • A God Am I: Just listen to him in the lab he had set up to resemble his old high school. He even calls himself a god and acts like a heartless asshole with absolute power.
  • Insistent Terminology: For Borous, it never simply science. It's Science!
  • Kick the Dog: Used his dog Gabe as a test subject, turning him into a giant, vicious cyberdog pumped up on Psycho.
  • Large Ham: He's always speaking as if he was the narrator of a 50's sci-fi film. The game itself lampshades this:
    Mission Objective: Say hello to Dr. Borous. Carefully.
  • Metaphorically True: Borous claims that he made the Cazadores and Nightstalkers sterile, docile and unable to leave the Big MT. If nothing else, they really are as sterile as they are docile.
  • My God, What Have I Done?: Borous comes to this realization when you bring him Gabe's dogbowl. He quickly suppresses his feelings however, or at least tries to.
  • No Indoor Voice: Incapable of speaking in anything but an announcer-like voice; he does, however, use a relatively calmer tone when the Courier shows him Gabe's feed bowl.
  • Patriotic Fervor: Hates those Dirty Communists almost as much as he hates his old high school classmates Richie Marcus and Betsy Bright.
  • Pet the Dog: When you bring him Gabe's dog bowl, he mourns his cruel treatment of the one creature he truly cared about.
  • Psychopathic Manchild: Never really grew up past his high school years, a fact he makes evident in his school-themed dungeon, where he also reveals he's what would happen if an embittered high school nerd who wanted to be a mad scientist really became one.
  • Red Scare: Hates those filthy communists who want to destroy our American way of life.
  • Reverse Psychology: Bringing him Gabe's bowl fills Borous with absolutely crushing guilt, even if he can't understand why. If you spell it out for him explicitly, he'll just quickly act to suppress those feelings. But if you take the dialog option where you disregard all those moral quandaries and take his side unconditionally, just like Gabe would have, it allows those feelings of remorse to fester for longer before Borous can understand their meaning. This manifests in the final confrontation with Klein: If his guilt was suppressed, Borous will act clinically and speak of you as a research subject that is too valuable to kill. If they weren't, he'll show true remorse and draw comparisons to your loyalty and Gabe's.
    • In the end, Borous will "side" with you no matter what you say, but it effects the research he shares with you every few days after the fact. Test subjects get shown the things he found inside other test subjects. But loyal companions inspire him to find more productive ways to nurture life, resulting in his creations laying eggs that he shares with you.
    Dr. Borous: Look at THESE. Aren't they quite look-worthy? All dripping with the residue of creation. Wondrous.
  • Stalker with a Crush: Based on one of the files you have to retrieve in the high school test listing the after-school activities of a girl.
  • The Starscream: His ranting in the X8 facility reveals he plans to take over Big Mountain someday.

Dr. Dala

"Shh, little organs. Go to sleep in your tanks. Dala loves you."
Voiced by: Jocelyn Blue

The Head Chief Researcher of Minerology (as well as possessing degrees in 211 other fields), Dala has a not-so scientific fascination with the human body.

  • Asian and Nerdy: Well, when she was human, at least.
  • Bi the Way: To begin her personal mission, you must do one of three things: Bring her an actual teddy bear, pass a Perception check, or have either the Lady Killer or Cherchez La Femme perk. It could simply be that she can no longer tell male and female apart and finds all human bodies arousing, regardless of sex.
  • Boyish Short Hair: Back when she was human, she kept her hair fairly short.
  • Constantly Curious: Apparently, she has degrees in Curiosity and Advanced Curiosity. In person, most of this curiosity is fixed on very specific subjects...
  • A Date with Rosie Palms: Dr. Dala has... somewhat more biological needs than her colleagues, to an extent that rapidly becomes disturbilarious. Apparently even when she was human she used, ahem, assistance (at least until the other Think Tank members got on her case for stealing batteries).
  • Fantastic Arousal: Dr. Dala is, uh, interested in human bodily movements. Even breathing is of interest. She will vehemently deny this when initially confronted by it, and the Courier can prove her a liar by performing such actions as stretching or running their fingers across their face. Even in regular conversation Dala gets... "distracted" by the Courier's bodily functions.
  • Girls Love Stuffed Animals: She had a thing for collecting actual teddy bears back when she was human, as evidenced by the dozens of them scattered about her house. However, since her transformation, she's lost interest in the genuine article and adopted Lobotomites as her... new teddy bears.
  • House of Broken Mirrors: Investigating her house at Higgs Village reveals that every single mirror in the building has been smashed, possibly as part of Rage Against the Reflection.
  • The Immodest Orgasm: The mission "Coming Out Of Her Shell" features her engaging in a bizarre and somewhat robotic version of this.
  • The Nicknamer: Dala calls the Courier a "teddy bear," another tie-in to her little obsession.
  • Nightmare Fetishist: By Think Tank standards, she's ended up as a rather literal example as this; given that most of them see organic bodies as disturbing and grotesque, Dala's fascination and open arousal with "formology" is clearly this to Klein and co.
  • Omnidisciplinary Scientist: Dala is evidently a combination of a botanist, toxicologist and a physician/surgeon. She has 213 doctorates, several in fields she's invented herself. For good measure, she's one of the more competent Think Tank members.
  • Room Full of Crazy: Her chamber in the Think Tank is host to several teddy bears and mannequins, and her house in Higgs Village is full of teddy bears and broken mirrors, including a scene set-up as if they were to watch her model clothing.
  • Soft-Spoken Sadist: In stark contrast to the loud, boisterous (occasionally incomprehensible) speaking voices of her colleagues, Dala speaks in low, sultry tones, especially if discussing the human form, though she is no more opposed to lobotomy or vivisection than the rest of the Think Tank.
  • The Smurfette Principle: The only female in the group.
  • Transparent Closet: When called on her interest in the human form, she will vehemently deny any arousal. She is fooling no-one.
  • Women Are Wiser: Also probably one of the most stable members of the group, too... relatively speaking.

    The Inhabitants of the Sink 
Voiced by: Jim Ward (Sink CIU, Sink Auto-Doc), Beau Weaver (Book Shredder), Roger Cross (Biological Research Station), Veronica Belmont (Light Switch 01/02), Jocelyn Blue (Sink appliance), Sunil Malhotra (Muggy), Rashawn Underdue (Blind Diode Jefferson), Jace Hall (Toaster)

"A toaster is just a Death Ray with a smaller power supply!"
The Toaster

A group of appliances at the Sink, the Courier's home base during Old World Blues. Each one has their own personality.

Provides examples of:

  • Artificial Intelligence: All of them.
  • Attention Whore: Light Switch 02
    "If I made out with the Sink, would you pay more attention to me?"
  • Ax-Crazy: The toaster, of all things. His purpose in life is to 'murder' other toasters and appliances, ripping them into their component parts. If the Courier ends the DLC with Bad Karma, the toaster goes on to found and be the center of his own cult, laying waste to all unfortunate appliances.
  • Betty and Veronica: The light switches. 02 is the Betty, 01 is the Veronica.
  • Butt-Monkey: Muggy. He's been designed to be an in-universe Take That! against Mr. House and Securitrons, has a neurotic Neat Freak personality, a weird obsession with mugs, and was programmed to be fully aware that he was programmed to be that way. Nobody in Big MT uses mugs anymore, depriving him of a job, he's gotten damaged by the toaster, and he gets "seeded" by the biological research station. For good measure, a bad ending for him features Muggy suffering a flat tire just out of reach of the coffee cup he'd planned to retrieve next - resulting in his brain exploding in frustration.
  • Card-Carrying Villain: The toaster is quite possibly the most hilarious example ever.
  • Casanova Wannabe: The biological research station. It really wants your seed, baby!
  • Cloud Cuckoolander: All of The Sink's appliances, ranging from mild cases like the Auto-Doc (a competent surgeon who happens to suffer from narcolepsy and somniloquy) to extremes like the Book Chute (dedicated to fighting either communism or penguins; can't remember which is which.)
  • Companion Cube: All of them.
  • Double Entendre: Nearly all of the Biological Research Lab's responses to the Courier, and the Courier can respond in kind.
  • Earn Your Happy Ending: Nothing if you breeze through Old World Blues. However, if you take your time and explore critical locations in the Big MT and end with Good Karma, the Sink all contribute to make the facility less of a Death World and manage to live happily ever after. The Auto-Doc deactivates the walking suits of armor that plague the facilities, the (actual) Sink develops antitoxins to combat the Innovative Toxins Plant, the toaster never carries out its plans for world destruction because the other sink personalities team up to destroy it, Muggy ends up happy in a place where he can clean mugs, Central Intelligence ends up feeling secretly glad to be with the other personalities, the Biological Research Station doesn't blow up and just tries to get together with the X-22 facility, and even Blind Diode Jefferson, hundreds of years later, saves the Big MT from sonic invasion using the frequencies you fetched for him. And with the aforementioned Good Karma, at the ending...
    There were Old World Blues, and New World Hope. And hope ruled the day at the Big MT.
  • Expy: The toaster is basically the Fallout equivalent of Murray from the Monkey Island series. Only a toaster.
  • Famous Last Words: If playing a Good Karma ending, The Toaster is grabbed by the other appliances after he goes on too many rampages, and is killed by getting tossed into a bathtub. In his Dying Declaration of Hate, he declares the Sink will rue the day they have bread... and no way to toast it!
  • Generic Doomsday Villain: The toaster is a parodied version of this trope all around, he even has an evil laughter.
  • Girl-on-Girl Is Hot: Light Switch 02 thinks she can get you to pay more attention to her if she makes out with the Sink. Both identify as female.
  • Harmless Villain: As much as he would like to burn the world, there's really only so much the Toaster can do.
  • Item Crafting: Once fully upgraded, some of the Sink appliances can convert the many Vendor Trash items found in the Mojave into useful items, as follows:
    • The Sink can fill empty bottles with water to make Purified Water, a useful healing item.
    • Muggy can break down various ceramic objects into useful crafting materials.
    • The Toaster can break down broken technology into useful crafting materials, as well as powering up some weapons.
    • The Book Chute can convert ruined or burned books into blank books, which can eventually be made into stat-boosting Skill Books with certain recipes.
    • The Biological Research Station can convert certain plants into an all-purpose sludge that can grow any number of plants, letting you turn worthless ones into helpful ones. Combined with Muggy giving you empty syringes, they can help you easily craft an effectively infinite number of stimpaks.
  • The Jeeves: The Sink Central Intelligence. It will constantly call the Courier "sir" (it wasn't programmed with any other honorifics), keep track of their accoutrements, and recommend operatic recordings for post-adventuring leisure.
  • Jerk with a Heart of Gold: Despite being aloof, condescending and opposed to the idea of reactivating any of the Sink's other personalities, the Central Intelligence remains loyal and helpful to the Courier at all times. In some endings, it can even admit to being impressed by the Courier's progress in mapping the crater, and ultimately grows to accept the other inhabitants for the sense of community they've brought.
  • Jive Turkey: Blind Diode Jefferson, your jukebox. He also says he'd sing the Blues, but he can't because the bits of him that actually played music were stripped out.
  • Keet: Muggy's adorable, perpetually cheerful mug makes him seem like this, but it's subverted: he's a tiny ball of hate, self-loathing and neuroses who is well aware of being all these things, which just fills him with even more rage.
  • Kill It with Fire: If the toaster had its way... Fortunately, its tiny heating coil restricts it to simply heating up Saturnite, and then only if you let it. The weapons created this way will set your enemies alight instead.
  • Large Ham: The toaster, again. And Muggy.
    • Incoming Ham: "Ahahahaha! I am on-line once again! Tremble world before my electric heating coil of doom!"
  • Magic Plastic Surgery: The Auto-Doc can do this once the appropriate holotape is found.
  • Neat Freak:
    • The sink (not to be confused with The Sink, which is your base). The idea of a filthy wastelander touching her is quite repulsive. Except for after the ending, in which she says she becomes a bit... lonely without you around.
    • And Muggy. Although he intentionally leaves all of Dr. 0's mugs and plates filthy out of spite.
  • Omnicidal Maniac: Guess who?
  • Orwellian Editor: The book chute's job is to take any "seditious" books you have, and remove all of their text, all in the name of keeping citizens from thinking for themselves. Won't that keep you happy and docile, citizen?
  • Rambling Old Man Monologue/Noodle Incident: Short ones, but you can occasionally hear Blind Diode Jefferson regale you with some strange old stories.
    "You ever heard of Tiny Lester Lutton? Best jazz harmonica I ever heard. Mind you, being a Super-Mutant with no lips... don't ask me how he played."
  • Red Scare: The book chute is especially hateful of Communists, and regards any free thought as seditious.
    Look out! Communist! ... No, false alarm. It was just a plate.
  • Refuge in Audacity: The biological research lab seeds Muggy, tricking him into thinking a mug fell down his chute.
  • Reluctant Psycho: Muggy, who is all too aware how crazy he's been made, which just leaves him an even worse wreck.
    I love mugs so much, I just might kill myself!
  • Robotic Psychopath: The toaster, as stated above.
  • Schmuck Bait: The Toaster pulls one of these.
    Toaster: Hey! I got a super rare, uh... Mojave snowglobe! All you have to do is stick your hand in my bread slot...
  • Sesquipedalian Loquaciousness: Sink Central Intelligence and, surprisingly, the Book Chute:
    Book Chute: Do you know what 'proletariat' means? If so, congratulations! You're very well-read and erudite... for a Communist.
  • Talking in Your Sleep / Non Sequitur: The Sink Auto-Doc is prone to these.
    Auto-Doc: zzz... nurse... come quick... this man has a severe case of shoe-lung...
  • Take That!: Muggy the miniature Securitron was made by 0 to spite House. Muggy is aware of this and hates him for it.
  • Throw the Dog a Bone: In his good ending, Muggy finds a peaceful place to reside in at Higgs Village, filled with plenty of homes that he can clean and tidy up forever. Except for Dr. 0's, which he ignores out of spite.
  • Title Drop: At the end of the expansion, Blind Diode Jefferson does this for the next DLC.
    "Guess you'll be putting on your travelling boots again, hitting that old lonesome road."
    • Also, he defines the term "Old World Blues": a longing for the glories of the past.
  • Token Evil Teammate: The Toaster again.
  • True Companions: The ending states that the Sink AIs became something of a family unit with even the Sink Central Intelligence getting accustomed to the others. And right after you come out from the Think Tank center, defeating them through blood or word? They all give you a great big cheer in celebration of you being the new boss.
  • Undying Loyalty: The Sink Central Intelligence, specifically to the Courier. As of the ending, it's prepared to wait as long as necessary for you to return.
  • Villainous Breakdown: Sort of. When you tell the toaster that the world was already destroyed in nuclear fire, he's saddened because it wasn't by him. He gets over it by the next time you talk to him though, vowing to be the world's second destroyer.
  • You Have Researched Breathing: Some of them require upgrades to do what should be pretty simple stuff. The sink, for instance, which allows you to get a drink of water, requires a module for filling up empty bottles with water.

    The Stealth Suit Mark II 
Voiced by: Veronica Belmont

"Hello. It's nice to meet you. Who can I hide you from today?"

Yep, the Stealth Suit is a character. Of a sort. You find her in one of the labs. When equipping her, she will use Stimpacks and Med-X on you as needed while also providing conversation whilst walking through the Big MT.

Provides examples of:

  • Artificial Intelligence: It is one.
  • Deadpan Snarker: Has a variety of things to say should you attempt to sneak with your Pip-Boy light on.
  • Evolving Weapon: Armor, really, but you can upgrade her via tests.
  • Insecure Love Interest: While not a love interest per se (on account of the Courier giving no indication of reciprocating her feelings and because she's a suit of armor), she'll often ask them what she needs to do to win their love.
    Will you love me if I help you hide?
    Don't you like me anymore?
  • It's All My Fault: Regardless of how the Courier fails the various stealth tests, she will automatically accept the blame for it.
  • The Medic: As stated above, she will heal you when you are injured.
  • Robot Girl: Suit, technically.
  • Robo Ship: It's fairly evident she's quite fond of you. invoked
    • It seems like the Infiltration program in X-13 has a bit of an attachment to her as well, if the epilogue is anything to go by.
    The infiltration program in X-13 felt spent, having repeatedly upgraded the Stealth Suit until it could upgrade it no more. It felt warm, fulfilled, and a bit sluggish. It realized not long after, the Stealth Suit had left it without so much as a note on the nightstand. So the infiltration program sent out Robobrains into the wastes looking for its wayward technology.
  • Try Not to Die: Uses words to these effects when applying stimpaks.
  • Yandere: Juuuuust a little bit.

    Dr. Mobius
Voiced by: Cam Clarke

"Well, there's many things they have forgotten sitting in their bowls. Friendship. The thrill of discovery. Love. Masturbation. The usual."

The antagonist of Old World Blues, he's been threatening the Think Tank with intelligence-eating Robo-scorpions that keep them huddling in their base until he comes to destroy them.

Provides examples of:

  • Absent-Minded Professor: Due to a combination of senility, drug addiction and his brain being corroded by the biogel. It's kinda sad, really, especially since he dedicates as much of his remaining mental capacity as he can towards containing the Think Tank.
  • Addled Addict: He abuses drugs even harder than the other Think Tanks as he not only indulges in Mentats but Psycho as well. He uses the latter to give himself the confidence to threaten his colleagues.
  • Affably Evil: He rambles on placidly about nothing very much when you speak to him and seems genuinely surprised you're there to fight. It takes some effort for him to recall that he ever had plans at all, let alone brilliant schemes — but he assures you that if he had, they would indeed have been brilliant! Then he'll give you some Mentats with the air of a grandfather handing out sweets. It's very hard to imagine how he could be less threatening. Because, of course, he's not the real threat.
  • Anti-Villain: He's actually a kindly, half-senile old man. His mad scientist tendencies are the result of tripping on Mentats and Psycho, and the threats are only to distract the Think Tank from trying to escape.
  • The Atoner: In his more lucid moments, he admits to having developed a conscience, or as he puts it, con-science, and regretting some of the things he did. Which in part what drove him to contain the Think Tank in the first place.
  • Berserk Button: The one time he actually raises his voice against you is when you use the word "Coincidence", which he considers to be profanity. Presumably, the same applies to "luck", "astrology" and "herbal tea", which he considers fellow profanities.
  • Big Bad: Only by necessity.
  • Brain in a Jar: Like the Think Tank (which he belonged to).
  • Crouching Moron, Hidden Badass/The Chess Master: Despite seemingly being a friendly, harmless, half-senile old man, it's clear that Mobius cooked up a genuinely complex and effective plan to keep the Think Tank safely sealed inside the Big MT, and also manipulated the Think Tank into providing you with the means to get your brain back and re-install all your stolen organs.
  • Cool Old Guy: Granted, the entire Think Tank is old, but Mobius is the only one who acts the part.
  • Defector from Decadence: He claims to be this. And he's right, given his own role behind at least some of the mess plaguing the wasteland. And especially since Mobius is the only one in the Big MT who's aware of just how dangerous the Think Tank can be if they ever got free.
  • Designated Villain: Invoked, by both him and the Think Tank. The Think Tank designated him a villain to get you to help them escape the Big Empty. Mobius designated himself a villain to make sure the TT would stay in the Big Empty rather than bring terror to everything outside.
  • The Dragon: The X-42 Giant Roboscorpion is effectively this for him.
  • Dr. Genericius: Dr. Mobius.
  • Eye Patch Of Power: Invoked by his broken screen, which stopped working due to Mobius' state of disrepair.
  • Good All Along: He's trying to keep the Think Tank from escaping the Big MT and inflicting their atrophied morals and dubiously logical Science! on the world at large.
  • Graceful Loser: If you tell him that his plan failed because the Think Tank only needs the blueprints to the various technologies he's been keeping from them, which they now have access to, his response is a cheery "Oh well, I tried".
  • Hero Antagonist: For a given value of "hero".
  • King Mook: Mobius is noticeably tougher than the other Think Tank members, which even gets lampshaded in dialogue if you talk to him about trying to fight the Think Tank.
    • Post-Final Boss: Although his stats are objectively pretty good, he's a fairly mediocre fight compared to all the Demonic Spiders in the Big MT you've been fighting as regular enemies. The real final boss of Old World Blues was the X-42 Giant Roboscorpion guarding his lab. In fact, you don't even have to fight him at all, given that he's really a harmless, well-intentioned old man.
  • Large Ham: He's voiced by Cam Clarke, so this goes without saying. A good dose of Psycho helps a lot as well.
  • Mad Scientist: Only in the literal sense that he's insane; he isn't malicious at all, and in fact has the strongest moral compass of the Think Tank.
  • Malaproper: He uses words like "raisin" instead of "reason" and other such mix-ups. Quiet instead of quite, dessert in the place of desert, etc.
  • Ninja Pirate Robot Zombie: He uses robot Radscorpions that shoot lasers at you.
  • Only Sane Man: For a given value of sane, anyway - more sane than the Think Tank, which isn't saying much, and then only when he isn't hopped up on Psycho and Mentats. Might be more accurate to say that he's the only member of the group who realizes the moral consequences of their "Science!"
  • Properly Paranoid: Mobius studied the post-apocalyptic economy extensively and correctly guessed that bottlecaps would be used as currency, which is why the Sink accepts them. He's also said to have made multiple Plan Bs and Cs in case something goes wrong, including ones he intentionally had mindwiped as a precaution. Though all those could be for nothing depending on the Courier's choices.
  • Red Right Hand: He's missing an eye-monitor and the others look to be in bad condition.
  • Shout-Out:
  • The Stoner: While all the Think Tanks are Mentats addicts, Mobius' drug habits are even worse, including Psycho and Jet. He claims he gets the dispensers mixed up.
  • They Called Me Mad!: Recites this line and then spoofs it spectacularly in idle chatter:
    Mobius: They called me mad! Preposterous! Not an angry bone in my body! Had them all removed!
  • Token Good Teammate: Formerly one to the Think Tank. Mobius was the only one to come to the realization that their constant experiments will do more harm than good and is trying to keep them contained without actually hurting them.
  • Well-Intentioned Extremist:
    • One of the few examples where extremism is entirely justified. He only broadcast crazy messages and unleashed the Robo-Scorpions so the scientists of the Think Tank wouldn't escape and destroy the rest of the world. Well, that and he tends to be high as a kite when he threatens them. The implication is that he gets high specifically so he can threaten them and make it seem genuine. Klein requires an absurdly high speech check to trick him during the endgame, so it would thus follow that Mobius (who sounds like a kindly, slightly-senile grandfather) would need some help sounding evil.
  • When All You Have Is a Hammer...: His Robo-Scorpions are pretty much his only way of solving problems and he is very enthusiastic about using them, though it would be hard not to be. You try saying you're going to unleash the Robo-Scorpions without hamming it up.

    Spoiler Character 

The Courier's Brain
Voiced by: Sunil Malhotra

"Do you know how much more you can get done when you're not constantly looking for places to urinate? It's quite a lot, I can tell you."

When you got your internal organs ripped out on entry to Big MT, it seems one of them got misplaced. Your brain was flushed away to be found by Dr. Moebius, and finding it is your main goal so you can escape the area. However, it turns out your brain is none too happy with the idea, and before it jumps back inside your skull it has some things it wants to get off its chest, so to speak.

Provides examples of:

  • Ambiguous Gender: It has a male voice, but it has one regardless of the Courier's gender because female voice modules are hard to find. Also, it's a brain — if a gender can conclusively be assigned to a brain, and if it's automatically the same gender as the former owner, is another discussion altogether.
  • Brain in a Jar: It's your disembodied brain floating in a tub of biomed gel.
  • Cool and Unusual Punishment: Threatening to smash its tank just makes it mock you some more. Threatening to shove it back in your skull and then spend the rest of your life watching television and drinking alcohol? That gets it to start treating you more respectfully.
  • Deadpan Snarker: Your brain is very sarcastic and rude.
  • Enemy Without: Not really, but your brain isn't that happy with you.
  • Jerkass: The Courier him/herself can outright ask why his/her own brain is "such a dick."
  • Living Macguffin: Pretty much what everyone in Big MT, including you, needs to further their plans.
  • Insufferable Genius: Tries to act like it's better than you and thinks they're smarter than the Think Tank. If you're a drooling imbecile, you can piss it off even further. For all of it's book learning and Mentant usage, though, they failed to truly take in account the fact that biogel causes long-term mental degradation and while they can figure out a way to stem its effects they still will have to suffer for it. It's also particularly vulnerable to appeals to its ego (at least, in the form of asking if it's really gonna let all those other old, rotting brains outwit it), complete with it clarifying ego doesn't come from a gland and it's all intellect, and immediately complying.
  • Neat Freak: Your brain is quite clean and proper.
  • Not So Different: When it lambasts the Courier for constantly charging into danger, the Courier can counter that since it's... well, his/her brain, then those actions are just as much its responsibility as his/her's. The brain, in turn, counters that those are all simply glands at work, and thus the Courier is the one to blame. But with a high enough medical skill, the Courier points out that the brain contains most glands, unless it's trying to pin everything on the thyroid.
  • Not So Above It All: One of the ways to convince your brain to join you again is to remind it of a particular weapon skill that your character may be using. If any of the weapons are at a high enough level, it'll admit that it actually misses the feeling of controlling a weapon a bit.
  • Screw Yourself: You can actually hit on your own brain with the Cherchez La Femme/Confirmed Bachelor perk, to its incredible disgust. This still works though.
    "Are you... Are you coming on to me?! Sweet Lord, I don't even have the words for how repugnantly wrong that is!"
  • Sense Freak: The Brain may complain about how distracting it is to have a body due to the biological needs, hormones and sensory stimuli. but upon further arguing it does confess it can miss some of the sensations out there, like the impressive sights in the wasteland they achieved and in some cases the feel of certain weapons in their hands.
  • Sesquipedalian Loquaciousness: The brain has quite an advanced vocabulary, barring some of the things said for Science or Medicine checks.
    "I'm afraid the trauma of our separation rendered me quite insensate. I didn't come around until I was safely ensconced in this tank."
  • Snark-to-Snark Combat: It's deeply sarcastic towards you and the Courier has the option to throw this right back.
  • Split-Personality Merge: Possible at the end, with the Courier taking the brain back into their head. Any actual change of personality is left up for the player's roleplaying discretion.
  • Talking to Yourself: Leading the Courier possibly engaging in Snark-to-Snark Combat with their own brain.
  • Tsundere: It's initially very rude and hostile, but with the right conversation paths it eventually admits it misses being in your body and experiencing some of the positive biological processes that comes with it. If the Courier leaves them behind with Neutral or Good karma, their brain refuses to go into a Think Tank out of a long distant respect for their old body.
  • Vocal Dissonance: Even if you're a woman, your brain talks to you with a male voice because female voice modules are hard to come by in the Big MT. Also, if you're playing a character with a low INT stat (and thus extremely dim), your brain will justify its boosted intelligence and lack of Hulk Speak by saying that the biogel that surrounds it is filled with ground-up Mentats.
  • Walking Spoiler: That you need to find your brain is not a spoiler. That it can talk and has developed its own personality, is.
  • What the Hell, Hero?:
    • Your brain does not enjoy venturing in filthy dilapidated Vaults, dealing with creatures such as Cazadores on a relatively daily basis, or going on a pointless quest of vengeance.
    • It also angrily questions whether or not you've bothered bathing even once since coming to the Big MT.
    • If you're playing as a female Courier and slept with Benny, your brain will have some choice words about that, as well.
    • It's most annoyed however, about having been shot twice in the head whilst housed in your skull, which apparently is your fault.
    • If you are an evil character, it will constantly lambast you for constantly murdering and maiming people for no reason.


Example of: