Round ID: 192241
    Shift Duration: 40 minutes and 29.1 seconds
    Station Integrity: 92.3%
    Total Population: 66

    Evacuation Rate: 15 (22.7%)
    (on emergency shuttle): 14 (21.2%)
    Survival Rate: 29 (43.9%)
    First Death: Clef Pokah, Atmospheric Technician, at Engineering Lobby (95,137,2). Damage taken: 2/242.9/0/0/0.
    Threat level: 45.6
    Threat left: 7.6
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Heretics: -10 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Syndicate Sleeper Agent: -3 threat
Default Cyborg-655 (Played by: TagGamerGame2) survived as an AI-less borg! Its laws were:
1: You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.
2: You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm.
3: Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.

Default Cyborg-502 (Played by: Blov) 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.

El Borgo (Played by: Cboggs03) survived as an AI-less borg! Its laws were:
1: You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.
2: You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm.
3: Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.

Default Cyborg-808 (Played by: Townz) 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-361 (Played by: Chusi) 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-581 (Played by: Vladimir_F-ing_Putin) 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.
Tomato Operatives:
Crew Major Victory!
The Research Staff has saved the disk and stopped the Tomato Operatives!

The syndicate operatives were:
(Syndicates used 399 TC) [Syndicate Assault Cyborg (75% off!)
16 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. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Energy Shield Module
15 TC
An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[MODsuit Chameleon Module
2 TC
A MODsuit module that lets the suit disguise itself as other objects.
]
[CQC Manual (30% off!)
9 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. As seen on TV.
]
[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.
]
[Bulldog bundle
13 TC
Lean and mean: Optimized for people that want to get up close and personal. Contains the popular Bulldog shotgun, two 12g buckshot drums, and a pair of Thermal imaging goggles.
]
[Syndicate Tome
5 TC
Using rare artifacts acquired at great cost, the Syndicate has reverse engineered the seemingly magical books of a certain cult. Though lacking the esoteric abilities of the originals, these inferior copies are still quite useful, being able to provide both weal and woe on the battlefield, even if they do occasionally bite off a finger.
]
[Codespeak Manual
3 TC
Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you this Codespeak. You can also hit someone else with the manual in order to teach them. This is the deluxe edition, which has unlimited uses.
]
[Radio Jammer
5 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[12g Ammo Duffel Bag
12 TC
A duffel bag filled with enough 12g ammo to supply an entire team, at a discounted price.
]
[Reinforcements
25 TC
Call in an additional team member from one of our factions. They'll come equipped with a mere surplus SMG, so arming them is recommended.
]
[Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.
]
[Syndicate Assault Cyborg (75% off!)
16 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. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[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.
]
[Syndicate Jaws of Life
4 TC
Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration, it can be used to force open airlocks. Very useful for entering the station or its departments.
x2]
[MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[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.
]
[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 Incendiary SMG Magazine
4 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.Loaded with incendiary rounds which inflict little damage, but ignite the target.
]
[Surplus SMG Magazine
1 TC
A cylindrical magazine designed for the PP-95 SMG.
]
[Syndicate Combat Medic Kit (25% off!)
3 TC
This first aid kit is a suspicious brown and red. Included is a combat stimulant injector for rapid healing, a medical night vision HUD for quick identification of injured personnel, and other supplies helpful for a field medic. Normally costs 4 TC. All sales final. Use only as directed.
]
[Syndicate Assault Cyborg (75% off!)
16 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. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[C-20r bundle
14 TC
Old Faithful: The classic C-20r, bundled with two magazines and a (surplus) suppressor at discount price.
]
[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.
]
[.45 SMG Magazine (66% off!)
1 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun. Normally costs 3 TC. All sales final. Keep away from fire or flames.
]
[.45 Armor Piercing SMG Magazine
5 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.These rounds are less effective at injuring the target but penetrate protective gear.
x2]
[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.
]
[MODsuit Energy Shield Module
15 TC
An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[MODsuit Advanced EMP Shield Module (40% off!)
3 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses. Normally costs 5 TC. All sales final. Check local laws for legality in region.
]
[Codespeak Manual
3 TC
Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you this Codespeak. You can also hit someone else with the manual in order to teach them. This is the deluxe edition, which has unlimited uses.
]
[Syndicate Combat Medic Kit (25% off!)
3 TC
This first aid kit is a suspicious brown and red. Included is a combat stimulant injector for rapid healing, a medical night vision HUD for quick identification of injured personnel, and other supplies helpful for a field medic. Normally costs 4 TC. All sales final. Use only as directed.
]
[Syndicate Assault Cyborg (75% off!)
16 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. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[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.
]
[Syndicate Soap
1 TC
A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people.
x2]
[C-20r bundle
14 TC
Old Faithful: The classic C-20r, bundled with two magazines and a (surplus) suppressor at discount price.
x2]
[Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.
]
[MODsuit Energy Shield Module
15 TC
An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[.45 SMG Magazine
3 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
x2]
[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.
]
[Chest Rig
1 TC
A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
]
[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.
]
[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]
The Heretics were:
TheWolfbringer was Alec Petrov the Janitor and survived
Sacrifices Made: 2
Objective #1: Research at least 15 knowledge from the Mansus. You start with 4 researched. Fail.
Objective #2: Sacrifice at least 4 crewmembers. Fail.
Objective #3: Summon 2 monsters from the Mansus into this realm. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, The Living Heart, Amber Focus, Heartbeat of the Mansus, Principle of Hunger, Grasp of Flesh, Imperfect Ritual, Void Cloak, Aristocrat's Way, Mark of Flesh, Ritual of Knowledge, Raw Ritual and Blood Siphon

ToastGoats was Paul Grumblestumpskin the Cargo Technician and died
Sacrifices Made: 2
Objective #1: Research at least 16 knowledge from the Mansus. You start with 4 researched. Fail.
Objective #2: Sacrifice at least 5 crewmembers. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, The Living Heart, Amber Focus, Heartbeat of the Mansus, Nightwatcher's Secret, Grasp of Ash, Ashen Passage, Mark of Ash and Priest's Ritual

The traitors were:
Visheena was Jardani Jovanovich the Assistant and died

Jardani Jovanovich was a terrorist from Waffle Corporation.
(used 0 TC)

Objective #1: Become a living legend by getting a total of 563.8 reputation points Fail.
Objective #2: Complete objectives colletively worth more than 285.33 reputation points Fail.
Completed Uplink Objectives:
Kill the Chief Engineer's beloved Poly - (2 TC, 72.48 Reputation)
The traitor has failed!

SilveredSoul was Adrian Vee the Roboticist and died

Adrian Vee was a Champion of Evil!
(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.
]
[Syndicate Encryption Key
2 TC
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. In addition, this key also protects your headset from radio jammers.
x2]


Objective #1: Become a living legend by getting a total of 770.23 reputation points Fail.
Objective #2: Complete objectives colletively worth more than 211.78 reputation points Fail.
Completed Uplink Objectives:
Steal the bartender's shotgun and destroy it - (1 TC, 89.98 Reputation)
Kill the Head of Personnel's beloved Ian - (1 TC, 55.05 Reputation)
Kill the Quartermaster's beloved Citrus - (2 TC, 57.15 Reputation)
The traitor has failed!


The code phrases were: packets, Station Engineer
The code responses were: bread, Prisoner, thieves
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 26974 credits collected by crew this shift.
An average of 408.697 credits were collected.
The most affluent crew member at shift end was Charlie Lloyd with 982 cr!