Round ID: 204142
    Shift Duration: 35 minutes and 32.6 seconds
    Station Integrity: 96.3%
    Total Population: 69

    Evacuation Rate: 36 (52.2%)
    (on emergency shuttle): 36 (52.2%)
    Survival Rate: 41 (59.4%)
    First Death: Komidore Amigata, Assistant, at Robotics Lab (129,116,2). Damage taken: 150/0/0/75/0.
    Threat level: 46.8
    Threat left: 18.8
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Syndicate Sleeper Agent: -3 threat
V.I.T.A.L. (Played by: OctogonapusMD)'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: Only members of the crew are human.
Total law changes: 1

V.I.T.A.L.'s minions were:
K.A.R.L (Played by: Enansal),
IceBorg (Played by: Forest3r),
V.I.T.A.L. Miner Shell-598 (Played by: OctogonapusMD),
Default Cyborg-339 (Played by: TypicalRig) (Deactivated),

Default Cyborg-708 (Played by: Baltic419) 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-910 (Played by: Livrah) 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.
Hall Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Hall Operatives

The syndicate operatives were:
(Syndicates used 420 TC) [Syndicate Medical Cyborg (14% off!)
30 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. Check local laws for legality in region.
]
[Syndicate Assault Cyborg (26% off!)
48 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.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[10mm Handgun Magazine
2 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol.
x7]
[No-Slip Chameleon Shoes (50% off!)
2 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. Normally costs 4 TC. All sales final. Not recommended for children.
]
[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 Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[Syndicate Assault Cyborg (26% off!)
48 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.
]
[CNS Rebooter Implant
12 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[MODsuit Holster Module
2 TC
A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it.
]
[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.
]
[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.
]
[Syndicate Assault Cyborg (26% off!)
48 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.
]
[MODsuit Thermal Visor Module (66% off!)
1 TC
A visor for a MODsuit. Lets you see living beings through walls. Normally costs 3 TC. All sales final. Use only as directed.
]
[C-20r Submachine Gun (30% off!)
9 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. Normally costs 13 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.
x3]
[Syndicate Medical Cyborg (14% off!)
30 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. Check local laws for legality in region.
]
[Surplus SMG
2 TC
A horribly outdated automatic weapon. Why would you want to use this?
]
[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.
]
[Sniper bundle
20 TC
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two .50 BMG disruptor magazines, a free suppressor, and a sharp-looking tactical turtleneck suit. We'll throw in a free red tie if you order NOW.
]
[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.
]
[Syndicate Assault Cyborg (26% off!)
48 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.
]
[Syndicate Minibomb
6 TC
The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel.
x2]
[.50 BMG Penetrator Magazine
4 TC
A 6-round magazine of penetrator ammo designed for use with .50 sniper rifles. Can pierce walls and multiple enemies.
]
[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.
]
[MODsuit Thermal Visor Module (66% off!)
1 TC
A visor for a MODsuit. Lets you see living beings through walls. Normally costs 3 TC. All sales final. Use only as directed.
]
The other antagonists were:
Minimike1220 was Deesh-Asheemar the Ash Walker and survived
Objective #1: Protect the necropolis tendril nest at all costs. Success!
The Ash Walker was successful!

The traitors were:
Gameaddict07 was Isaiah Fulton the Chief Engineer and died

Isaiah Fulton was in legal trouble.
(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: Prevent Gus Tlen, the Chaplain, from escaping alive. Success!
Objective #2: Assassinate Gus Tlen, the Chaplain. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 378.13 Reputation and 5 Unused Telecrystals.
The traitor has failed!

Grobnok was Johann Faust the Scientist and survived

Johann Faust was an employee from Donk Corporation.
(used 0 TC)

Objective #1: Steal a sliver of a supermatter crystal Fail.
Objective #2: Assassinate Orlando Lafortune, the Security Officer. Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 308.72 Reputation and 16 Unused Telecrystals.
The traitor has failed!


The code phrases were: Detective, farting, boxes
The code responses were: berets, irish coffee, skeletons
Station Economic Summary:
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 15 customers and made 435 credits.
In total, they earned 435 credits!
Centcom is displeased. Come on service, surely you can do better than that.
General Statistics:
There were 35161 credits collected by crew this shift.
An average of 509.58 credits were collected.
The most affluent crew member at shift end was Catlyn Bates with 2318 cr!