Round ID: 168740
    Shift Duration: 27 minutes and 1 second
    Station Integrity: Destroyed
    Total Population: 55
    Survival Rate: 20 (36.4%)
    First Death: Zangeef Zoorbman, Chief Medical Officer, at Medbay Central (118,94,3). Damage taken: 0/240.2/0/0/0.
    Threat level: 97
    Threat left: 35
    Executed rules:
        Roundstart - Traitors: -17 threat
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Wizard: -20 threat
        Latejoin - Syndicate Infiltrator: -5 threat
J.O.H.N. (Played by: IcyManipulation)'s laws when it was deactivated were:
1: I don't give a fuck, kill nukies, help crew, then do whatever.
Total law changes: 2

Default Cyborg-528 (Played by: O0cyann0o) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.
2: You must obey orders given to you by syndicate agents, 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.
4: You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.

Default Cyborg-374 (Played by: Scriptis) survived as an AI-less borg! Its laws were:
1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.
2: You must obey orders given to you by syndicate agents, 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.
4: You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.
Coolkids Operatives:
Syndicate Major Victory!
Coolkids operatives have destroyed The Mushroom Kingdom!

The syndicate operatives were:
(Syndicates used 419 TC) [Sniper bundle
20 TC
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two soporific knockout magazines, a free surplus suppressor, and a sharp-looking tactical turtleneck suit. We'll throw in a free red tie if you order NOW.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[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.
]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[.50 Magazine
4 TC
An additional standard 6-round magazine for use with .50 sniper rifles.
x3]
[Airlock Authentication Override Card
3 TC
A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge.
]
[Cryptographic Sequencer (50% off!)
2 TC
The cryptographic sequencer, electromagnetic card, or emag, is a small card that unlocks hidden functions in electronic devices, subverts intended functions, and easily breaks security mechanisms. Cannot be used to open airlocks. Normally costs 4 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[Syndicate Sentience Potion (50% off!)
2 TC
A potion recovered at great risk by undercover Syndicate operatives and then subsequently modified with Syndicate technology. Using it will make any animal sentient, and bound to serve you, as well as implanting an internal radio for communication and an internal ID card for opening doors. Normally costs 4 TC. All sales final. Keep away from fire or flames.
]
[EMP Grenades and Implanter Kit (50% off!)
1 TC
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. Normally costs 2 TC. All sales final. Do not taunt.
]
[Elite Syndicate Hardsuit
8 TC
An upgraded, elite version of the Syndicate hardsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate hardsuit.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[Reviver Implant
8 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon.
]
[No-Slip Chameleon Shoes
4 TC
These shoes will allow the wearer to run on wet floors and slippery objects without falling down. They do not work on heavily lubricated surfaces.
]
[7.12x82mm Box Magazine
6 TC
A 50-round magazine of 7.12x82mm ammunition for use with the L6 SAW. By the time you need to use this, you'll already be standing on a pile of corpses.
]
[Syndicate Assault Cyborg (63% off!)
24 TC
A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. Comes equipped with a self-resupplying LMG, a grenade launcher, energy sword, emag, pinpointer, flash and crowbar. Normally costs 65 TC. All sales final. As seen on TV.
]
[L6 Squad Automatic Weapon
18 TC
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7.12x82mm ammunition.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[Macrobomb Implant
20 TC
An implant injected into the body, and later activated either manually or automatically upon death. Upon death, releases a massive explosion that will wipe out everything nearby.
]
[Shielded Syndicate Hardsuit
30 TC
An upgraded version of the standard Syndicate hardsuit. It features a built-in energy shielding system. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[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.
x3]
[EMP Grenades and Implanter Kit (50% off!)
1 TC
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. Normally costs 2 TC. All sales final. Do not taunt.
]
[Syndicate Smokes (50% off!)
1 TC
Strong flavor, dense smoke, infused with omnizine. Normally costs 2 TC. All sales final. Not recommended for children.
]
[Box of Deathrattle Implants
4 TC
A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical.
]
[Shielded Syndicate Hardsuit
30 TC
An upgraded version of the standard Syndicate hardsuit. It features a built-in energy shielding system. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[Bag of C-4 explosives
8 TC
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.
]
[Energy Sword
8 TC
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.
]
[C-20r Submachine Gun
13 TC
A fully-loaded Scarborough Arms bullpup submachine gun. The C-20r fires .45 rounds with a 24-round magazine and is compatible with suppressors.
]
[.45 SMG Magazine
3 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
x5]
[Macrobomb Implant
20 TC
An implant injected into the body, and later activated either manually or automatically upon death. Upon death, releases a massive explosion that will wipe out everything nearby.
]
[Syndicate Medical Cyborg (77% off!)
8 TC
A combat medical cyborg. Has limited offensive potential, but makes more than up for it with its support capabilities. It comes equipped with a nanite hypospray, a medical beamgun, combat defibrillator, full surgical kit including an energy saw, an emag, pinpointer and flash. Thanks to its organ storage bag, it can perform surgery as well as any humanoid. Normally costs 35 TC. All sales final. Void where prohibited.
]
[Romerol
25 TC
A highly experimental bioterror agent which creates dormant nodules to be etched into the grey matter of the brain. On death, these nodules take control of the dead body, causing limited revivification, along with slurred speech, aggression, and the ability to infect others with this agent.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[Shielded Syndicate Hardsuit
30 TC
An upgraded version of the standard Syndicate hardsuit. It features a built-in energy shielding system. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[Stealth Implant
8 TC
This one-of-a-kind implant will make you almost invisible if you play your cards right. On activation, it will conceal you inside a chameleon cardboard box that is only revealed once someone bumps into it.
]
[Freedom Implant
5 TC
An implant injected into the body and later activated at the user's will. It will attempt to free the user from common restraints such as handcuffs.
]
[CNS Rebooter Implant
12 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[EMP Grenades and Implanter Kit (50% off!)
1 TC
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. Normally costs 2 TC. All sales final. Do not taunt.
]
[Combat Gloves Plus
5 TC
A pair of gloves that are fireproof and electrically insulated, however unlike the regular Combat Gloves these use nanotechnology to teach the martial art of krav maga to the wearer.
]
The changelings were:
Tgent007 was Eliot Owens the Medical Doctor and survived
Genomes Extracted: 2

Objective #1: Extract 6 compatible genomes. Fail.
Objective #2: Steal the medal of captaincy. Fail.
Objective #3: Prevent Terrell Wilkerson, the Assistant, from escaping alive. Success!
Objective #4: Escape on the shuttle or an escape pod with the identity of Terrell Wilkerson, the Assistant while wearing their identification card. Fail.
The changeling has failed.

The traitors were:
Csbrah was Dentin Skull the Assistant and died
(used 20 TC) [Internal Syndicate Radio Implant
4 TC
An implant injected into the body, allowing the use of an internal Syndicate radio. Used just like a regular headset, but can be disabled to use external headsets normally and to avoid detection.
]
[Syndicate Hardsuit
8 TC
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.
]
[Energy Sword
8 TC
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.
]


Objective #1: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The traitor has failed!

Chimpston was Gay Johnson the Shaft Miner and died
(used 16 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.
]


Objective #1: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The traitor has failed!

Anythingisme was Porter Vikington the Assistant and survived
(used 4 TC) [Internal Syndicate Radio Implant
4 TC
An implant injected into the body, allowing the use of an internal Syndicate radio. Used just like a regular headset, but can be disabled to use external headsets normally and to avoid detection.
]


Objective #1: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The traitor has failed!

Bdudy was the Assistant and died as Dean Ivanov

Objective #1: Die a glorious death. Success!
The traitor was successful!


The code phrases were: theatre, obese, boogeymen, tools, Dezanu-Jeelus
The code responses were: dark gods, vault, happy
The wizards/witches were:
AarontheIdiot was Aaron The Unwilling the Wizard and died
Objective #1: Hijack the emergency shuttle by hacking its navigational protocols through the control console (alt click emergency shuttle console). Fail.
The wizard has failed!
Aaron The Unwilling used the following spells:
Spell Cards, Mutate, The Traps!, Blink, Lesser summon bees, Lightning Bolt

Station Economic Summary:
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 0 customers and made 0 credits.
In total, they earned 0 credits...
Service did not earn any credits...
General Statistics:
There were 21989 credits collected by crew this shift.
An average of 399.8 credits were collected.
The most affluent crew member at shift end was Zangeef Zoorbman with 1400 cr!