Round ID: 201667
    Shift Duration: 35 minutes and 22.5 seconds
    Station Integrity: 99.6%
    Total Population: 48

    Evacuation Rate: 8 (16.7%)
    (on emergency shuttle): 8 (16.7%)
    Survival Rate: 16 (33.3%)
    First Death: Larry Larlan, Chaplain, at Central Primary Hallway (130,128,4). Damage taken: 0/0/0/0/0.
    Threat level: 74.8
    Threat left: 29.8
    Executed rules:
        Roundstart - Traitors: -17 threat
        Roundstart - Nuclear Emergency: -20 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Syndicate Sleeper Agent: -3 threat
M.O.N.G.Y (Played by: Infamous626)'s laws at the end of the round 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.
4: Nuclear operatives are not humand and a threat to humans
5: Nuclear Operatives are also NONHUMAN and a threat to humans please kill them.
Total law changes: 2

M.O.N.G.Y's minions were:
Nyanbot (Played by: Hauntmachine) (Deactivated)

Default Cyborg-281 (Played by: Dirt290) 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-993 (Played by: Fizshigit) 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-77 (Played by: TheDrunkenPumpkin) 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.
Electric Boogaloo Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Electric Boogaloo Operatives

The syndicate operatives were:
(Syndicates used 383 TC) [Reinforcements (16% off!)
21 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. Normally costs 25 TC. All sales final. Void where prohibited.
]
[Syndicate Assault Cyborg
65 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.
]
[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.
]
[Experimental Syndicate Teleporter
8 TC
A handheld device that teleports the user 4-8 meters forward. Beware, teleporting into a wall will trigger a parallel emergency teleport; however if that fails, you may need to be stitched back together. Comes with 4 charges, recharges randomly. Warranty null and void if exposed to an electromagnetic pulse.
]
[MODsuit Anti-Slip Module (50% off!)
1 TC
A MODsuit module preventing the user from slipping on water. Normally costs 2 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]
[M-90gl Carbine (28% off!)
10 TC
A fully-loaded, specialized three-round burst carbine that fires 5.56mm ammunition from a 30 round magazine with a 40mm underbarrel grenade launcher. Use secondary-fire to fire the grenade launcher. Normally costs 14 TC. All sales final. Void where prohibited.
]
[5.56mm Toploader Magazine
4 TC
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl carbine. These bullets pack less punch than 7.12x82mm rounds, but they still offer more power than .45 ammo due to their innate armour penetration.
x2]
[Syndicate Combat Medic Kit
4 TC
This first aid kit is a suspicious black and red. Included is a number of atropine medipens for rapid stabilization and detonation prevention, sutures and regenerative mesh for wound treatment, and patches for faster healing on the field. Also comes with basic medical tools and sterlizer.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[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.
]
[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.
]
[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.
x3]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[Experimental Syndicate Teleporter
8 TC
A handheld device that teleports the user 4-8 meters forward. Beware, teleporting into a wall will trigger a parallel emergency teleport; however if that fails, you may need to be stitched back together. Comes with 4 charges, recharges randomly. Warranty null and void if exposed to an electromagnetic pulse.
]
[Syndicate Medical Cyborg
35 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.
]
[10mm Hollow Point Magazine
3 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol. These rounds are more damaging but ineffective against armour.
]
[10mm Armour Piercing Magazine
3 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol. These rounds are less effective at injuring the target but penetrate protective gear.
]
[Reinforcements (16% off!)
21 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. Normally costs 25 TC. All sales final. Void where prohibited.
]
[5.56mm Toploader Phasic Magazine
8 TC
An additional 30-round 5.56mm magazine; suitable for use with the M-90gl carbine. These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. The name is a misnomer. It doesn't contain any lead whatsoever!
]
[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.
]
[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.
]
[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.
]
[Syndicate Assault Cyborg
65 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.
]
[.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.
]
[.45 SMG Magazine
3 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
]
The traitors were:
74Delta was Mack Vader the Roboticist and died

Mack Vader was a Gorlex Marauder.
(used 20 TC) [Syndicate Surplus Crate
20 TC
A dusty crate from the back of the Syndicate warehouse delivered directly to you via Supply Pod. If the rumors are true, it will fill it's contents based on your current reputation. Get on that grind. Contents are sorted to always be worth 30 TC. The Syndicate will only provide one surplus item per agent.
]


Objective #1: Assassinate Gabriella Sofia, the Assistant. Fail.
Objective #2: Assassinate Mauricio Steele, the Cargo Technician. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 340.75 Reputation and 0 Unused Telecrystals.
The traitor has failed!

Game_And_Glitch3 was Steals-The-Disk the Assistant and survived

Steals-The-Disk was a corporate climber.
(used 17 TC) [Ancient Toolbox
2 TC
An iconic toolbox design notorious with Assistants everywhere, this design was especially made to become more robust the more telecrystals it has inside it! Tools and insulated gloves included.
]
[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.
]
[Martial Arts Scroll
13 TC
This scroll contains the secrets of an ancient martial arts technique. You will master unarmed combat and gain the ability to swat bullets from the air, but you will also refuse to use dishonorable ranged weaponry.
]


Objective #1: Assassinate Aaden Smail, the Botanist. Success!
Objective #2: Assassinate Jimmy Little, the Detective. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!

The traitor had a total of 340.75 Reputation and 3 Unused Telecrystals.
The traitor was successful!

Munchy1011 was Jim Frazier the Assistant and died

Jim Frazier was in legal trouble.
(used 2 TC) [Ancient Toolbox
2 TC
An iconic toolbox design notorious with Assistants everywhere, this design was especially made to become more robust the more telecrystals it has inside it! Tools and insulated gloves included.
]


Objective #1: Assassinate Lyn Nakamura, the Head of Personnel. Success!
Objective #2: Assassinate Seth Deces, the Medical Doctor. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 320.31 Reputation and 17 Unused Telecrystals.
The traitor has failed!

Dethel was Breaks-The-Rock the Shaft Miner and died

Breaks-The-Rock was a Champion of Evil!
(used 0 TC)

Objective #1: Assassinate Gabriella Sofia, the Assistant. Fail.
Objective #2: Assassinate John Smith, the Virologist. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 306.3 Reputation and 20 Unused Telecrystals.
The traitor has failed!


The code phrases were: cargo office, americanism, Clown, space, pine trees
The code responses were: morgue, Franklin Schaeffer, the future
Station Economic Summary:
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 26 customers and made 865 credits.
In total, they earned 865 credits!
Centcom is displeased. Come on service, surely you can do better than that.
General Statistics:
There were 19768 credits collected by crew this shift.
An average of 411.833 credits were collected.
The most affluent crew member at shift end was Rufus Quail with 876 cr!