I find it difficult to recommend on any level, for these reasons. It's a waste of energy unless an Abnormality does it. It hits like a truck, yes, but I prefer weapons which don't murder the agents. For our efforts, we get no suit, and a weapon which will render the person using it extremely vulnerable to attack. The only upside is that it does not immediately activate at 0 QC-letting us simply ignore it for the day.įor obvious reasons, this is frequently not an ideal situation. Its gift can and will push agents beyond the Fortitude mark at which they can work with it, negating the point of having agents dedicated to it, rendering it off-limits the remainder of the day. It would make for a passable Insight trainer, were it not for its regrettable tendency to sow havoc across the entire facility. I am not a fan of this particular Abnormality. Knowledge is just pain plus observation! Have a great day! It's very important to handle Singing Machine properly, in order to ensure this sort of situation cannot occur. Pugilistic perdition, Miss Hod! Is anyone left alive?! It's important to stay on top of them before they multiply, but even a single powerful agent should be able to take them down before they can attack. Luckily, the addicted Employees are no match for an agent with proper training. It's why I need all this extra training, huh Miss Hod? It's important for the Training Team captain to be able to offer assessments when necessary, Paul-and you are weak! Yowie wowie! Dying I can handle, but being called a weakling is just hurtful! Speaking of which, another poor agent has suffered the same fate! Remember: enough nothing can overcome anything! Sure do, Miss Hod! An agent gets addicted!Īnd what happens when that agent throws someone into it?Īnother clerk manages to take him down, and it's off to the Singing Machine! Remember what happens when Singing Machine plays? They may as well not count! Either way, I'm glad everything's been settled so cleanly. The clerks, even when crazy, are still clerks after all! It's Lost! A perfectly average agent without any E.G.O, but with solid 3's across the board! Unfortunately, they've run into an agent just outside. Yowsers! That's some real dedication to music! At that pointĪnd throw the body into the Singing Machine. They'll continue to hit people with their stick until they've successfully killed one. ![]() That effect shows that they're under the sway of the Singing Machine. Jumping jaundiceiphat! What happened to their eyes?! The addicted employee attempts to subdue others in order to throw them into Singing Machine. ![]() This music will addict one employee within the facility, preferring to ensnare clerks over agents, and its own department above others.Īddict them? That sounds dangerous! What happens? Moreover, that has the side-effect of playing music throughout the facility. Holy shamoly, they just jumped right in there! Today's guest helper is VinnyDonuts, who has a Fortitude of 4! That means they're about to throw themselves in, right Miss Hod? However, we'll be having someone else take care of things. That's a very good way of putting it, Paul. ![]() It's like walking a tightrope, but for your agent's numbers! With a Temperance of 1, I'll handle the work from here-right? Singing Machine will activate its effect whenever an agent works it when its QC is 0, as well as when an agent finishes a work while having a Fortitude of 4 or higher, or Temperance of 2 or lower. Is that what it is? Wowsers, you learn something new every day! Singing Machine is a HE-level Abnormality which takes the form of a meat grinder. Hi! I'm Paul! Just your everyday plucky employee of Lobotomy Cobotomy, here today to talk about Singing Machine! Many of these Abnormalities can do very bad things if they're handled improperly, and it's vitally important that our agents know just what may happen if they're careless. X-394 is a big facility, full of mysterious creatures known as Abnormalities.
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