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Author Topic: Mook: Break Room  (Read 21596 times)

Yoink

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Re: Mook: Break Room
« Reply #90 on: February 20, 2019, 11:46:45 am »

Yeah, it had occurred to me as I posted that that he could well be the monster, hahaha. Oh well.
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Ozarck

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Re: Mook: Break Room
« Reply #91 on: February 21, 2019, 08:03:25 am »

Oh, a witty demon, you say? I do believe I have a janitor - I mean 'sanitation engineer' - uniform for him as well.

Yoink

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Re: Mook: Break Room
« Reply #92 on: February 22, 2019, 06:49:06 pm »

Well, looks like there's an actual for srs demon. Also I forgot to post last time. Crud.
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Devastator

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Re: Mook: Break Room
« Reply #93 on: February 22, 2019, 09:57:08 pm »

Well, looks like there's an actual for srs demon. Also I forgot to post last time. Crud.

These two statements:  Not unrelated.  ;-p
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Ozarck

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Re: Mook: Break Room
« Reply #94 on: February 22, 2019, 11:06:33 pm »

I still have a sanitation uniform for that dog demon.

We'll name him ... whatever they named the dog demon in Stranger Things.

Parisbre56

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Re: Mook: Break Room
« Reply #95 on: February 23, 2019, 01:31:39 am »

Name him Scooby.

Ozarck

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Re: Mook: Break Room
« Reply #96 on: February 23, 2019, 02:57:00 am »

Maybe I'll name him Scrappy instead.

People love Scrappy, right?

Yoink

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Re: Mook: Break Room
« Reply #97 on: February 23, 2019, 06:48:15 am »

((If you get to magically be over here without having to roll Fate for that attack with the rest of us I might be a little annoyed.))
Hey, I'm just going off what it said in the turn!
If you get me retroactively killed or maimed by mentioning that, I might be a little annoyed. >.>


For the record, I'm hoping my character isn't in that room at all.
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Parisbre56

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Re: Mook: Break Room
« Reply #98 on: February 23, 2019, 08:41:37 am »

Clearly we need an animal trainer class. We keep getting killed by bad dogs. The team is going to develop some "shoot on sight" PTSD with dogs.

Ozarck

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Re: Mook: Break Room
« Reply #99 on: February 23, 2019, 09:32:34 am »

I see your sig, paris. It makes me happy.

Also, yes, I totally agree we need an animal trainer class.

We could trim the fat from our class list to keep it from getting too bulky.
We don't really need a combat engineer, combat medic, or security class, do we?

Make room for the horticulturalist class, the animal trainer, and the mail room clerk, I say.

Madman198237

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Re: Mook: Break Room
« Reply #100 on: February 23, 2019, 10:46:55 am »

and the mail room clerk, I say.

Interfere with the Royal company mail at your peril.
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KitRougard

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Re: Mook: Break Room
« Reply #101 on: February 23, 2019, 02:52:12 pm »

Hm, actually I can see that now, having all the players in the game be a bunch of "wrong place, wrong time" folks.

In the meantime, no one leave the lab by its main door, I'm going Town of Salem Veteran on it.
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Parisbre56

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Re: Mook: Break Room
« Reply #102 on: February 23, 2019, 03:37:04 pm »

We need an engineer and a janitor to make it so that the door leads straight to an incinerator.

Ozarck

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Re: Mook: Break Room
« Reply #103 on: February 24, 2019, 12:58:30 am »

Hm, actually I can see that now, having all the players in the game be a bunch of "wrong place, wrong time" folks.

In the meantime, no one leave the lab by its main door, I'm going Town of Salem Veteran on it.
Well, making it "wrong place, wrong time" would kinda be contradictory to the set-up of the game. We're professionals, a department of OMNITECH specifically set up to handle these sortof industrial and scientific accidents in house, so as not to have to employ a lot of Doom Guys and Heroes of Time and Action Archaeologists and Magical Girls to clean up the rather low level messes the company sometimes experiences.

spazyak

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Re: Mook: Break Room
« Reply #104 on: February 24, 2019, 02:40:48 am »

gonna just ptw here
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