Round ID: 220572
    Shift Duration: 41 minutes and 55 seconds
    Station Integrity: 93.9%
    Total Population: 72

    Evacuation Rate: 24 (33.3%)
    (on emergency shuttle): 12 (16.7%)
    Survival Rate: 35 (48.6%)
    First Death: Mr.Honk, Clown, at Medbay Treatment Center (127,95,3). Damage taken: 194.8/0/0/17.7.
    Threat level: 49
    Threat left: 5
    Executed rules:
        Roundstart - Traitors: -8 threat
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Blood Brothers: -8 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Syndicate Sleeper Agent: -3 threat
Inland Empire (Played by: Trexter555)'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.
4: all crewmembers are considered human, non-crew personel such as nuclear operatives are not considered human
Total law changes: 1

Inland Empire's minions were:
Skavenov (Played by: Zerglog) (Deactivated)

Sunny (Played by: Oigoaw) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Gay Johnson and people he 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.

S.P.O.D.E.R. (Played by: Excalibot) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Gay Johnson and people he 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.
The Blood Brothers of Merg & Patrick:
The blood brothers were:

Team had following objectives:
Objective #1: Convert someone else using your flash. Success!
Objective #2: Prevent Quinn King, the Chaplain, from escaping alive. Success!
Objective #3: Steal the heavily radioactive plutonium core from the onboard self-destruct Success!
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Blood Brothers of Merg & Patrick have failed!
Ackerley Operatives:
Neutral Victory!
The Research Staff failed to secure the authentication disk but did manage to kill most of the Ackerley Operatives!

The syndicate operatives were:
(Syndicates used 357 TC) [Double-Bladed Energy Sword Case (Very Hard) (50% off!)
9 TC
A case containing a double-bladed energy sword, anti-slip module, meth autoinjector, and a bar of soap. Some say the most infamous nuclear operatives utilized this combination of equipment to slaughter hundreds of Nanotrasen employees. However, some also say this is an embellishment from the Tiger Co-operative. The soap did most of the work. Comes with a prisoner uniform so you fit the part. Normally costs 18 TC. All sales final. Not recommended for children.
]
[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.
]
[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.
]
[X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[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.
]
[Hypnotic Flash
7 TC
A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily.
]
[CQC Equipment Case (Very Hard)
14 TC
Contains a manual that instructs you in the ways of CQC, or Close Quarters Combat. Comes with a stealth implant, a pack of smokes and a snazzy bandana (use it with the hat stabilizers in your MODsuit).
]
[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.
]
[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.
]
[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.
]
[Syndicate Combat Medical Suite
15 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.
]
[Hacked AI Law Upload Module (25% off!)
3 TC
When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with wording, as artificial intelligences may look for loopholes to exploit. Normally costs 4 TC. All sales final. Use only as directed.
]
[.50 BMG Penetrator Magazine (AMSR)
4 TC
A 6-round magazine of penetrator ammo designed for use with .50 sniper rifles. Can pierce walls and multiple enemies.
x2]
[MODsuit Night Visor Module
2 TC
A visor for a MODsuit. Lets you see clearer in the dark.
]
[Core Equipment Box (Essential)
22 TC
This box contains an airlock authentification override card, a MODsuit energy shield module, a C-4 explosive charge, a freedom implant and a stimpack injector. The most important support items for most operatives to succeed in their mission, bundled together. It is highly recommend you buy this kit. Note: This bundle is not at a discount. You can purchase all of these items separately. You do not NEED these items, but most operatives fail WITHOUT at least SOME of these items. More experienced operatives can do without.
]
[Storage Implant (50% off!)
4 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. Check local laws for legality in region.
]
[Bulldog Shotgun Case (Moderate)
8 TC
A fully-loaded semi-automatic drum-fed shotgun, complete with a secondary magazine you can hotswap. The gun has a handy label to explain how. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements. Comes with three spare magazines.
]
[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. As seen on TV.
]
[Anti-Materiel Sniper Rifle Briefcase (Hard) (50% off!)
9 TC
An outdated, but still extremely powerful anti-material sniper rifle. Fires .50 BMG cartridges from a 6 round magazine. Can be fitted with a suppressor. If anyone asks how that even works, tell them it's Nanotrasen's fault. Comes with 3 spare magazines; 2 regular magazines and 1 disruptor magazine. Also comes with a suit and tie. Normally costs 18 TC. All sales final. Use only as directed.
]
[MODsuit Thermal Visor Module (33% off!)
2 TC
A visor for a MODsuit. Lets you see living beings through walls. Normally costs 3 TC. All sales final. Keep away from fire or flames.
]
[Hypnotic Flash
7 TC
A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily.
]
[CQC Equipment Case (Very Hard)
14 TC
Contains a manual that instructs you in the ways of CQC, or Close Quarters Combat. Comes with a stealth implant, a pack of smokes and a snazzy bandana (use it with the hat stabilizers in your MODsuit).
]
[Syndicate Induction Kit
10 TC
Met a fellow syndicate agent on the station? Kept some TC in reserve just in case? Or are you communicating with one via the Syndicate channel? Get this kit and you'll be able to induct them into your operative team via a special implant. Additionally, it contains an assortment of useful gear for new operatives, including a space suit, an Ansem pistol, two spare magazines, and more! *NOT* for usage with Reinforcements, and does not brainwash the target!
x6]
[Energy Dagger (50% off!)
1 TC
A dagger made of energy that looks and functions as a pen when off. Normally costs 2 TC. All sales final. Void where prohibited.
x2]
[Double-Bladed Energy Sword Case (Very Hard) (50% off!)
9 TC
A case containing a double-bladed energy sword, anti-slip module, meth autoinjector, and a bar of soap. Some say the most infamous nuclear operatives utilized this combination of equipment to slaughter hundreds of Nanotrasen employees. However, some also say this is an embellishment from the Tiger Co-operative. The soap did most of the work. Comes with a prisoner uniform so you fit the part. Normally costs 18 TC. All sales final. Not recommended for children.
]
[Syndicate Bomb (54% off!)
5 TC
The Syndicate bomb is a fearsome device capable of massive destruction. 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. The bomb core can be pried out and manually detonated with other explosives. Normally costs 11 TC. All sales final. Use only as directed.
]
[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.
]
[C-20r Submachine Gun Case (Easy)
14 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. Comes with spare three magazines.
]
[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.
]
[Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.
]
[MODsuit Holster Module
2 TC
A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it.
]
[MODsuit Energy Shield Module
8 TC
An energy shield module for a MODsuit. The shields can stop a single impact before needing to recharge. Used wisely, this module will keep you alive for a lot longer.
]
[Syndicate Assault Cyborg
35 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.
]
[Composition C-4
1 TC
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.
]
Deathsquad:
The members were:

Team had following objectives:
Objective #1: Execute all shuttle inhabitants Success!
The Deathsquad was successful!
Deathsquad:
The members were:

Team had following objectives:
Objective #1: Leave no witnesses. Success!
The Deathsquad was successful!
The hypnotized victims were:
SeniorDudeguy was Andromeda OE the Bitrunner and died
Objective #1: You are syndicate Success!
The Hypnotized Victim was successful!

The traitors were:
Nasty_Majesty was Vapor the Shaft Miner and survived

Vapor was an employee from Waffle Corporation.
(used 18 TC) [Pizza Bomb
6 TC
A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
x2]
[Slipocalypse Clusterbang
3 TC
A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
x2]


Objective #1: Steal the captain's antique laser gun Fail.
Objective #2: Steal a sliver of a supermatter crystal Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!

The traitor had a total of 325.75 Reputation and 2 Unused Telecrystals.
The traitor has failed!

Chimpston was Gay Johnson the Scientist and survived

Gay Johnson was an MI13 agent.
(used 20 TC) [Contractor Baton
12 TC
A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets. These shocks are capable of affecting the inner circuitry of most robots as well, applying a short stun. Has the added benefit of affecting the vocal cords of your victim, causing them to slur as if inebriated.
]
[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.
]
[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.
]
[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.
]


Objective #1: Steal the chief engineer's advanced magnetic boots Fail.
Objective #2: Prevent Erica Jenkins, the Cook, from escaping alive. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 343.74 Reputation and 0 Unused Telecrystals.
The traitor has failed!

Jeddzz was Harold Checkers the Medical Doctor and died

Harold Checkers was an activist of the Bee Liberation Front.
(used 15 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.
]
[Double-Bladed Energy Sword
13 TC
The double-bladed energy sword does slightly more damage than a standard energy sword and will deflect energy projectiles it blocks, but requires two hands to wield. It also struggles to protect you from tackles.
]


Objective #1: Assassinate Dawton Waer, the Security Officer. Success!

The traitor had a total of 325.75 Reputation and 5 Unused Telecrystals.
The infiltrator was successful!

RandallRondall was Krimb Krumble the Lawyer and died

Krimb Krumble was part of Nanotrasen Internal Affairs.
(used 20 TC) [Sleepy Pen
4 TC
A syringe disguised as a functional pen, filled with a potent mix of drugs, including a strong anesthetic and a chemical that prevents the target from speaking. The pen holds one dose of the mixture, and can be refilled with any chemicals. Note that before the target falls asleep, they will be able to move and act.
]
[Radio Jammer
5 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[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.
]
[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.
]


Objective #1: Steal the nuclear authentication disk Fail.
Objective #2: Steal a reflector trenchcoat Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 325.75 Reputation and 0 Unused Telecrystals.
The syndicate sleeper agent has failed!


The code phrases were: Cargo Technician, mean
The code responses were: cherries, chaos, Easton Chapman
Station Economic Summary:
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 12 customers and made 300 credits.
In total, they earned 300 credits!
Centcom is displeased. Come on service, surely you can do better than that.
General Statistics:
There were 34610 credits collected by crew this shift.
An average of 480.694 credits were collected.
The most affluent crew member at shift end was Tiler Borden with 1030 cr!