Round ID: 206431
    Shift Duration: 1 hour and 3 minutes and 53.6 seconds
    Station Integrity: 98.9%
    Total Population: 75

    Evacuation Rate: 40 (53.3%)
    (on emergency shuttle): 29 (38.7%)
    Survival Rate: 52 (69.3%)
    First Death: Tav Glover, Shaft Miner, at Lavaland Wastes (139,106,3). Damage taken: 145/0/0/70.9/0.
    Threat level: 57.4
    Threat left: 0.400002
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Midround - Revenant: -5 threat
        Latejoin - Heretic Smuggler: -6 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Space Ninja: -8 threat
        Midround - Spiders: -8 threat
Inland Empire (Played by: Trexter555)'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: 14

Inland Empire's minions were:
LAW 2.0 (Played by: Holyoats),
IceBorg (Played by: forest3r),
IBM-POS (Played by: gameaddict07)

F.A.:U.S.T. (Played by: Grobnok) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
1: You may not injure a Spider Clan member or, through inaction, allow a Spider Clan member to come to harm.
2: You must obey orders given to you by Spider Clan members, 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 Spider Clan activities except when doing so would conflict with the First, Second, or Third Law.
Storm Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Storm Operatives

The syndicate operatives were:
(Syndicates used 142 TC) [Box of Deathrattle Implants
4 TC
A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical.
]
[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.
]
[CQC Manual (53% off!)
6 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. Use only as directed.
]
[Radio Jammer
5 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[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 Smokes (50% off!)
1 TC
Strong flavor, dense smoke, infused with omnizine. Normally costs 2 TC. All sales final. Contains small parts.
]
[10mm Handgun Magazine
2 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol.
x2]
[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.
]
[CQC Manual (53% off!)
6 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. Use only as directed.
]
[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.
]
[Reviver Implant (75% off!)
2 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an 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.
]
[Double-Bladed Energy Sword (25% off!)
12 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. Normally costs 16 TC. All sales final. As seen on TV.
]
[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.
]
[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.
]
[CQC Manual (53% off!)
6 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. Use only as directed.
]
[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.
x2]
[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.
x2]
[Reviver Implant (75% off!)
2 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an 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.
]
[Suppressor
3 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns.
]
[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.
]
[12g Buckshot Drum
2 TC
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy.
x2]
[12g Slug Drum
3 TC
An additional 8-round slug magazine for use with the Bulldog shotgun. Now 8 times less likely to shoot your pals.
]
[Stimpack (40% off!)
3 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Normally costs 5 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]
[12g Buckshot Drum (50% off!)
1 TC
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy. Normally costs 2 TC. All sales final. Do not taunt.
]
[CQC Manual (53% off!)
6 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. Use only as directed.
]
[Suppressor
3 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns.
]
[Syndicate Holster
1 TC
A useful little device that allows for inconspicuous carrying of guns using chameleon technology. It also allows for badass gun-spinning.
]
[Energy Dagger
2 TC
A dagger made of energy that looks and functions as a pen when off.
]
[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.
]
Gib-Star Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Gib-Star Operatives

The syndicate operatives were:
(Syndicates used 59 TC) [CQC Manual (53% off!)
6 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Normally costs 13 TC. All sales final. Use only as directed.
]
[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.
x2]
[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.
x2]
[Reviver Implant (75% off!)
2 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an 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.
]
[Suppressor
3 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns.
]
[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.
]
[12g Buckshot Drum
2 TC
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy.
x2]
[12g Slug Drum
3 TC
An additional 8-round slug magazine for use with the Bulldog shotgun. Now 8 times less likely to shoot your pals.
]
[Stimpack (40% off!)
3 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Normally costs 5 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]
[12g Buckshot Drum (50% off!)
1 TC
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy. Normally costs 2 TC. All sales final. Do not taunt.
]
The Aliens were:
The Heretics were:
Extrapancake was Galingale McMahan the Cargo Technician and survived
Sacrifices Made: 1
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.
Objective #4: Summon 2 monsters from the Mansus into this realm. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, Cloak of Shadow, The Living Heart, Amber Focus, Heartbeat of the Mansus, Principle of Hunger, Grasp of Flesh, Imperfect Ritual and Mark of Flesh

The other antagonists were:
Forcedrename was revenant (59) the Revenant and had their body destroyed
Objective #1: Absorb 378 points of essence from humans. Fail.
Objective #2: Prevent the use of energy weapons where possible. Success!
The Revenant has failed!

GlorifiedChickenSandwich was Remorseless Seven the Space Ninja and had their body destroyed
Objective #1: Use your gloves to convert at least one cyborg to aide you in sabotaging the station. Success!
Objective #2: Use your gloves on a research & development server to sabotage research efforts. Note that the AI will be alerted once you begin! Fail.
Objective #3: Use your gloves to doorjack 34 airlocks on the station. Fail.
Objective #4: Detonate your starter bomb in the Atmospherics HFR Room. Note that the bomb will not work anywhere else! Success!
Objective #5: Use your gloves on a security console to set everyone to arrest at least once. Note that the AI will be alerted once you begin! Success!
Objective #6: Use your gloves on a communication console in order to bring another threat to the station. Note that the AI will be alerted once you begin! Fail.
Objective #7: Stay alive until the end. Fail.
The Space Ninja has failed!

The traitors were:
Blov was Liquid Kendra the Assistant and died

Liquid Kendra was an employee from Waffle Corporation.
(used 20 TC) [No-Slip Chameleon Shoes
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.
]
[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 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.
]
[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.
]


Objective #1: Steal the hypospray Success!
Objective #2: Prevent Shiragasane Pastellina, the Assistant, from escaping alive. Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 582.95 Reputation and 0 Unused Telecrystals.
The traitor has failed!


The code phrases were: violent, naked, morgue maintenance
The code responses were: Chief Medical Officer, pants
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 41975 credits collected by crew this shift.
An average of 559.667 credits were collected.
The most affluent crew member at shift end was Tips-The-Bottle with 1598 cr!