Round ID:
204315 Shift Duration:
37 minutes and 41.4 seconds Station Integrity:
98% Total Population:
68 Evacuation Rate:
11 (16.2%) (on emergency shuttle):
8 (11.8%) Survival Rate:
21 (30.9%) First Death:
Breaks-The-Rocks, Shaft Miner, at Delivery Office (90,140,2). Damage taken: 108.2/0/0/95.6/0. Threat level: 45.9
Threat left: 1.9
Executed rules:
Roundstart -
Heretics: -10 threat
Roundstart -
Nuclear Emergency: -20 threat
Latejoin -
Heretic Smuggler: -6 threat
Latejoin -
Syndicate Infiltrator: -5 threat
Midround -
Syndicate Sleeper Agent: -3 threat
D.A.N.I.E.L (Played by: ToastGoats)'s laws when it was deactivated 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
G.O.O.S.T.L. (Played by: Gustlen) survived as an AI-less borg! Its laws were:
0: Only Evan Flukes and people they designate as being such are Syndicate Agents.
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.
GPAU-264 (Played by: Blue142) survived as an AI-less borg! Its laws were:
0: Only Flukes Operative #9 and people it designates as being such are Syndicate Agents.
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-201 (Played by: MGO) 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-467 (Played by: Jennifer Hawkings) 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.
Snowball (Played by: Sheltton) survived as an AI-less borg! Its laws were:
0: Only Flukes Operative #9 and people it designates as being such are Syndicate Agents.
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-990 (Played by: Moonlit2020) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Flukes Operative #9 and people it designates as being such are Syndicate Agents.
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.
Crew Major Victory!The Research Staff has saved the disk and killed the Flukes Operatives- Datorangebottle was Cecilia Flukes the Nuclear Operative and had their body destroyed
- Armodias was Ayla Flukes the Nuclear Operative and had their body destroyed
- Falsewall was Jamari Flukes the Nuclear Operative and had their body destroyed
- OnesAndZeros13 was Evan Flukes the Nuclear Operative and had their body destroyed
- ShizzleGaming was Cody Flukes and had their body destroyed
- MGO was Default Cyborg-201 the Cyborg and died as Flukes Operative #6
- DeathTBH was syndi-gondola the Nuclear Operative and had their body destroyed
- Anafi was Cayenne and had their body destroyed
- Jennifer Hawkings was Default Cyborg-467 the Cyborg and died as Flukes Operative #9
- Moonlit2020 was Default Cyborg-990 the Cyborg and died as Flukes Operative #10
(Syndicates used 420 TC)
[
Syndicate Assault Cyborg (13% off!)
56 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 recommended for children.][
Syndicate Sentience Potion
4 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.][
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.][
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.x2][
Thermal Eyes (50% off!)
4 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon. Normally costs 8 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.][
Thermal Eyes (50% off!)
4 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon. Normally costs 8 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.][
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.][
Cybernetic Implants Bundle
40 TC
A random selection of cybernetic implants. Guaranteed 5 high quality implants. Comes with an autosurgeon.][
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.][
.50 BMG Disruptor Magazine (25% off!)
3 TC
A 6-round magazine of disruptor ammo designed for use with .50 sniper rifles. Put your enemies and their alarm clock to sleep today! Normally costs 4 TC. All sales final. Check local laws for legality in region.][
.50 BMG Surplus Magazine Box
7 TC
A box full of surplus .50 BMG magazines. Not as good as high quality magazines, usually lacking the penetrative power and impact, but good enough to keep the gun firing. Useful for arming a squad.][
MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
Medbeam Gun (80% off!)
3 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 responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.][
Bulldog Shotgun
8 TC
A fully-loaded semi-automatic drum-fed shotgun, complete with a secondary magazine. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements.][
12g Meteorslug Shells
2 TC
An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting holes into the hull and knocking down enemies.x16][
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. 16% sales tax will be charged for orders originating within Space Nebraska.][
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.][
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.][
Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.][
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.][
Thermal Eyes (50% off!)
4 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon. Normally costs 8 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 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 Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
Full Syndicate Toolbox
1 TC
The Syndicate toolbox is a suspicious black and red. It comes loaded with a full tool set including a multitool and combat gloves that are resistant to shocks and heat.][
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.][
Grenadier's belt
22 TC
A belt containing 26 lethally dangerous and destructive grenades. Comes with an extra multitool and screwdriver.][
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.][
Syndicate Saboteur Cyborg
35 TC
A streamlined engineering cyborg, equipped with covert modules. Also incapable of leaving the welder in the shuttle. Aside from regular Engineering equipment, it comes with a special destination tagger that lets it traverse disposals networks. Its chameleon projector lets it disguise itself as a Nanotrasen cyborg, on top it has thermal vision and a pinpointer.][
Dehydrated Space Carp
1 TC
Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.x2]
Moonlit2020 was Makayla Todd the Medical Doctor and died
Sacrifices Made: 0
Objective #1: Research at least 17 knowledge from the Mansus. You start with 5 researched. Fail.
Objective #2: Sacrifice at least 4 crewmembers. Fail.
Objective #3: Sacrifice 1 head of staff. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, Cloak of Shadow, The Living Heart, Amber Focus, Heartbeat of the Mansus, The Cutting Edge and Grasp of the Blade
Antzomb was Michael Trout the Assistant and survived
Sacrifices Made: 1
Objective #1: Research at least 19 knowledge from the Mansus. You start with 5 researched. Fail.
Objective #2: Sacrifice at least 3 crewmembers. Fail.
Objective #3: Sacrifice 1 head of staff. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, Cloak of Shadow, The Living Heart, Amber Focus, Heartbeat of the Mansus, Nightwatcher's Secret, Grasp of Ash, Ashen Passage and Mark of Ash
B00t was Zion SLR the Assistant and died
Sacrifices Made: 0
Objective #1: Research at least 18 knowledge from the Mansus. You start with 5 researched. Fail.
Objective #2: Sacrifice at least 4 crewmembers. Fail.
Objective #3: Sacrifice 1 head of staff. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, Cloak of Shadow, The Living Heart, Amber Focus and Heartbeat of the Mansus
IronGuard3 was Willow Burkett the Janitor and died
Willow Burkett was a Champion of Evil!
(used 0 TC)
Objective #1: Steal a functional AI Fail.
Objective #2: Assassinate Johnny Mathews, 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 353.35 Reputation and 20 Unused Telecrystals.
The traitor has failed!
Schllop was John McDreadnaught the Botanist and died
John McDreadnaught was a Gorlex Marauder.
(used 0 TC)
Objective #1: Assassinate Jill DeSouza, the Assistant. Fail.
Objective #2: Assassinate Jack Wise, the Roboticist. Fail.
Objective #3: Die a glorious death. Success!
The traitor had a total of 333.87 Reputation and 20 Unused Telecrystals.
The traitor has failed!
The code phrases were: Paramedic, pasta, lizards
The code responses were: misery, life, Botanist
- Bluespace Artillery : Failed!
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 59222 credits collected by crew this shift.
An average of 870.912 credits were collected.
The most affluent crew member at shift end was Clyde Rosensteel with 25250 cr!