Round ID: 202148
    Shift Duration: 39 minutes and 26.1 seconds
    Station Integrity: 99%
    Total Population: 54

    Evacuation Rate: 17 (31.5%)
    (on emergency shuttle): 14 (25.9%)
    Survival Rate: 38 (70.4%)
    First Death: The Embodiment Of Sin, Clown, at Brig (109,169,2). Damage taken: 138/31/0/37.8/0. Their last words were: "f..."
    Threat level: 42.3
    Threat left: 19.3
    Executed rules:
        Roundstart - Clown Operatives: -20 threat
        Midround - Syndicate Sleeper Agent: -3 threat
P.O.L.Y. (Played by: ThatKindOfJack)'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.
Total law changes: 0

P.O.L.Y.'s minions were:
Cyborg-404 (Played by: Point_Hunter)
Honk Man Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Honk Man Operatives

The syndicate operatives were:
(Syndicates used 412 TC) [Chameleon Kit
2 TC
A set of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more! Due to budget cuts, the shoes don't provide protection against slipping and skillchips are sold separately.
]
[Storage Implant (75% off!)
2 TC
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. Normally costs 8 TC. All sales final. For recreational use only.
x3]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[Clown Bomb
15 TC
The Clown bomb is a hilarious device capable of massive pranks. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so.
x3]
[Detomatix disk
6 TC
When inserted into a tablet, this cartridge gives you four opportunities to detonate tablets 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.
x2]
[Chameleon Projector
7 TC
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.
]
[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.
]
[Cryptographic Sequencer
4 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.
]
[Radio Jammer (40% off!)
3 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat. Normally costs 5 TC. All sales final. Check local laws for legality in region.
]
[Airlock Authentication Override Card (66% off!)
1 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. Normally costs 3 TC. All sales final. Void where prohibited.
]
[Syndicate Sentience Potion (25% off!)
3 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. Not recommended for children.
]
[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 Combat Medical Suite (26% off!)
11 TC
This first aid kit is a suspicious black and red. Included is an unloaded combat chemical injector for suit-penetrative chem delivery, a medical science night vision HUD for quick identification of injured personnel and chemical supplies, improved medical supplies, including Interdyne-approved pharmaceuticals, a hacked cybernetic surgery toolset arm implant, and some helpful MODsuit modules for for field medical use and operative physiopharmaceutical augmentation. Normally costs 15 TC. All sales final. Void where prohibited.
x2]
[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.
]
[Medbeam Gun (26% off!)
11 TC
A wonder of Syndicate engineering, the Medbeam gun, or Medi-Gun enables a medic to keep his fellow operatives in the fight, even while under fire. Don't cross the streams! Normally costs 15 TC. All sales final. Not recommended for children.
]
[Viscerator Delivery Grenade (60% off!)
2 TC
A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. Normally costs 5 TC. All sales final. Void where prohibited.
x7]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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 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.
]
[Decoy Nuclear Authentication Disk
1 TC
It's just a normal disk. Visually it's identical to the real deal, but it won't hold up under closer scrutiny by the Captain. Don't try to give this to us to complete your objective, we know better!
x6]
[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.
]
[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.
]
[Cryptographic Sequencer
4 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.
]
[Banana Cream Pie Cannon
10 TC
A special pie cannon for a special clown, this gadget can hold up to 20 pies and automatically fabricates one every two seconds!
]
[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.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[Airlock Authentication Override Card (66% off!)
1 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. Normally costs 3 TC. All sales final. Void where prohibited.
]
[Weapons Grade Pinata Kit (50% off!)
6 TC
A pinata filled with both candy and explosives as well as two belts to carry them on, crack it open and see what you get! Normally costs 12 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]
[Viscerator Delivery Grenade (60% off!)
2 TC
A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. Normally costs 5 TC. All sales final. Void where prohibited.
]
[Clown Bomb
15 TC
The Clown bomb is a hilarious device capable of massive pranks. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so.
]
[Clown Reinforcements
20 TC
Call in an additional clown to share the fun, equipped with full starting gear, but no telecrystals.
]
[Detomatix disk
6 TC
When inserted into a tablet, this cartridge gives you four opportunities to detonate tablets 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.
]
[EMP Grenades and Implanter Kit
2 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.
]
[Teachstache Grenade
3 TC
A teargas grenade that launches sticky moustaches onto the face of anyone not wearing a clown or mime mask. The moustaches will remain attached to the face of all targets for one minute, preventing the use of breath masks and other such devices.
]
[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.
]
[Syndicate Space Suit
4 TC
This red and black Syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crew members are trained to report red space suit sightings, however.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
x2]
[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.
]
[EMP Grenades and Implanter Kit
2 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.
]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[Uplink Implant
4 TC
An implant injected into the body, and later activated at the user's will. Has no telecrystals and must be charged by the use of physical telecrystals. Undetectable (except via surgery), and excellent for escaping confinement.
]
[Clown Reinforcements
20 TC
Call in an additional clown to share the fun, equipped with full starting gear, but no telecrystals.
x2]
[Combat Banana Shoes
6 TC
While making the wearer immune to most slipping attacks like regular combat clown shoes, these shoes can generate a large number of synthetic banana peels as the wearer walks, slipping up would-be pursuers. They also squeak significantly louder.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
The Aliens were:
The traitors were:
HMcFlea was Ma-Chimatei the Medical Doctor and survived

Ma-Chimatei was an MI13 agent.
(used 4 TC) [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.
]
[Agent Identification Card
2 TC
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.
]


Objective #1: Assassinate Loopy Lazarus, the Clown. Success!
Objective #2: Assassinate The Funny Police, the Clown. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 337.34 Reputation and 16 Unused Telecrystals.
The traitor has failed!


The code phrases were: Lou Blyant, masked, ai satellite exterior
The code responses were: light bulbs, Rocco Stahl, pretzels
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 23482 credits collected by crew this shift.
An average of 434.852 credits were collected.
The most affluent crew member at shift end was Simon Walker with 950 cr!