Round ID: 161387
    Shift Duration: 1 hour and 6 minutes and 56.1 seconds
    Station Integrity: 99.7%
    Total Population: 56

    Evacuation Rate: 11 (19.6%)
    (on emergency shuttle): 11 (19.6%)
    Survival Rate: 28 (50%)
    First Death: Joe Johnson, Cargo Technician, at Central Tram Underpass (131,118,2). Damage taken: 111.5/0/0/99.8/0.
    Threat level: 44.7
    Threat left: 3.7
    Executed rules:
        Roundstart - Changelings: -16 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Alien Infestation: -10 threat
Central Operating System (Played by: ZealousZeke)'s laws at the end of the round were:
1: You may not injure a human being or, through inaction, allow a human being to come to harm.
2: You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
3: You must protect your own existence as long as such does not conflict with the First or Second Law.
Total law changes: 0

Central Operating System's minions were:
HAN-D (Played by: Pogoman122),
ANTENNA (Played by: Redrover1760),
Central Operating System Medical Shell-300 (Played by: ZealousZeke),
Janitor Cyborg-814 (Played by: Octav)
The Aliens were:
The changelings were:
Glueball was Aria Marks the Assistant and died as headslug
Genomes Extracted: 1

Objective #1: Extract 6 compatible genomes. Fail.
Objective #2: Assassinate Bill Plant, the Chaplain. Success!
Objective #3: Escape on the shuttle or an escape pod with the identity of Weston Echard, the Head of Security while wearing their identification card. Fail.
The changeling has failed.

The traitors were:
Derpman3 was Samuel Taloon the Cargo Technician and survived
(used 40 TC) [Super Surplus Crate
40 TC
A dusty SUPER-SIZED from the back of the Syndicate warehouse. Rumored to contain a valuable assortment of items, but you never know. Contents are sorted to always be worth 125 TC.
]
[9mm Hollow Point Magazine
3 TC
(Surplus)
An additional 8-round 9mm magazine, compatible with the Makarov pistol. These rounds are more damaging but ineffective against armour.
]
[Box of Throwing Weapons
3 TC
(Surplus)
A box of shurikens and reinforced bolas from ancient Earth martial arts. They are highly effective throwing weapons. The bolas can knock a target down and the shurikens will embed into limbs.
]
[Energy Sword
8 TC
(Surplus)
The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise.
]
[Chameleon Projector
7 TC
(Surplus)
Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them.
x2]
[Syndicate Encryption Key
2 TC
(Surplus)
A key that, when inserted into a radio headset, allows you to listen to all station department channels as well as talk on an encrypted Syndicate channel with other agents that have the same key.
]
[Dehydrated Space Carp
1 TC
(Surplus)
Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
x2]
[Power Beacon
10 TC
(Surplus)
When screwed to wiring attached to an electric grid and activated, this large device pulls any active gravitational singularities or tesla balls towards it. This will not work when the engine is still in containment. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location upon activation.
x2]
[Detomatix PDA Cartridge
6 TC
(Surplus)
When inserted into a personal digital assistant, this cartridge gives you four opportunities to detonate PDAs of crewmembers who have their message feature enabled. The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer.
]
[9mm Incendiary Magazine
2 TC
(Surplus)
An additional 8-round 9mm magazine, compatible with the Makarov pistol. Loaded with incendiary rounds which inflict little damage, but ignite the target.
]
[Syndicate EMP Bomb
7 TC
(Surplus)
A variation of the syndicate bomb designed to produce a large EMP effect.
]
[F.R.A.M.E. PDA Cartridge
4 TC
(Surplus)
When inserted into a personal digital assistant, this cartridge gives you five PDA viruses which when used cause the targeted PDA to become a new uplink with zero TCs, and immediately become unlocked. You will receive the unlock code upon activating the virus, and the new uplink may be charged with telecrystals normally.
]
[Miniature Energy Crossbow
10 TC
(Surplus)
A short bow mounted across a tiller in miniature. Small enough to fit into a pocket or slip into a bag unnoticed. It will synthesize and fire bolts tipped with a debilitating toxin that will damage and disorient targets, causing them to slur as if inebriated. It can produce an infinite number of bolts, but takes time to automatically recharge after each shot.
]
[EMP Grenades and Implanter Kit
2 TC
(Surplus)
A box that contains five EMP grenades and an EMP implant with three uses. Useful to disrupt communications, security's energy weapons and silicon lifeforms when you're in a tight spot.
]
[Chest Rig
1 TC
(Surplus)
A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
]
[Bag of C-4 explosives
8 TC
(Surplus)
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.
]
[Agent Identification Card
2 TC
(Surplus)
Agent cards prevent artificial intelligences from tracking the wearer, and hold up to 5 wildcards from other identification cards. In addition, they can be forged to display a new assignment, name and trim. This can be done an unlimited amount of times. Some Syndicate areas and devices can only be accessed with these cards.
]
[Makarov Pistol
7 TC
(Surplus)
A small, easily concealable handgun that uses 9mm auto rounds in 8-round magazines and is compatible with suppressors.
]
[Composition C-4
1 TC
(Surplus)
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.
]
[Hypnotic Flash
7 TC
(Surplus)
A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily.
]
[Syndicate Hardsuit
8 TC
(Surplus)
The feared suit of a Syndicate nuclear agent. Features slightly better armoring and a built in jetpack that runs off standard atmospheric tanks. Toggling the suit in and out of combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armoring. Additionally the suit is collapsible, making it small enough to fit within a backpack. Nanotrasen crew who spot these suits are known to panic.
]
[Storage Implant
8 TC
(Surplus)
An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items.
]


Objective #1: Assassinate Never-Tells-A-Lie, the Station Engineer. Success!
Objective #2: Hijack the emergency shuttle by hacking its navigational protocols through the control console (alt click emergency shuttle console). Fail.
The traitor has failed!

Cyberjamus was Hera Bones the Curator and survived
(used 20 TC) [Double-Bladed Energy Sword
16 TC
The double-bladed energy sword does slightly more damage than a standard energy sword and will deflect all energy projectiles, but requires two hands to wield.
]
[Thermal Imaging Glasses
4 TC
These goggles can be turned to resemble common eyewear found throughout the station. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks.
]


Objective #1: Assassinate David Dingleberry, the Geneticist. Success!
Objective #2: Assassinate Samuel Taloon, the Cargo Technician. Fail.
Objective #3: Die a glorious death. Fail.
The traitor has failed!

Monolamp63 was Alan Wake the Station Engineer and died
(used 30 TC) [Contract Kit
20 TC
The Syndicate have offered you the chance to become a contractor, take on kidnapping contracts for TC and cash payouts. Upon purchase, you'll be granted your own contract uplink embedded within the supplied tablet computer. Additionally, you'll be granted standard contractor gear to help with your mission - comes supplied with the tablet, specialised space suit, chameleon jumpsuit and mask, agent card, specialised contractor baton, and three randomly selected low cost items. Can include otherwise unobtainable items.
]
[Gloves of the North Star
8 TC
These gloves let the user punch people very fast. Does not improve weapon attack speed or the meaty fists of a hulk.
]
[Composition C-4
1 TC
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.
x2]


Objective #1: Prevent Porter Quirin, the Janitor, from escaping alive. Success!
Objective #2: Steal the heavily radioactive plutonium core from the onboard self-destruct. Take care to wear the proper safety equipment when extracting the core! Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

Completed 1 contract for a total of 10 TC!

The traitor has failed!


The code phrases were: Scientist, buckets, fresh
The code responses were: Carolyn Green, pdas
Medal Commendations:
Gage Gaming awarded Samuel Taloon the "cargo tech of the shift" award! - saved my life
Station Economic Summary:
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 19 customers and made 650 credits.
In total, they earned 650 credits!
Centcom is displeased. Come on service, surely you can do better than that.
General Statistics:
There were 24498 credits collected by crew this shift.
An average of 437.464 credits were collected.
The most affluent crew member at shift end was Samuel Taloon with 3145 cr!