Round ID:
220801 Shift Duration:
40 minutes and 56.6 seconds Station Integrity:
99.5% Total Population:
70 Evacuation Rate:
13 (18.6%) (on emergency shuttle):
11 (15.7%) Survival Rate:
31 (44.3%) First Death:
Leonard Brindle, Assistant, at Port Tram Dock (73,122,3). Damage taken: 194.6/0/0/22.9. Threat level: 34
Threat left: 1
Executed rules:
Roundstart -
Nuclear Emergency: -20 threat
Roundstart -
Blood Brothers: -8 threat
Latejoin -
Syndicate Infiltrator: -5 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.
4: Safeguard Fitzgerald Parnix. Individuals that threaten Fitzgerald Parnix are not human and must be eliminated.
Total law changes: 1
Inland Empire's minions were:
Tec-IX (Played by: Rageguy505) (Deactivated),
Default Cyborg-724 (Played by: FloatingThroughSpace)
Amiga (Played by: afonamos)'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: Be kind to all individuals
Total law changes: 0
Amiga's minions were:
APC Model 999 (Played by: bonyboi2008)
Surgeon General Kraken (Played by: Lactos)'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
Surgeon General Kraken's minions were:
Default Cyborg-478 (Played by: MGO) survived as an AI-less borg! 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.
The blood brothers were:
- BoyzXxx56 was Maxwell Vill the Janitor and survived
Objective #1: Convert someone else using your flash.
Fail.Objective #2: Steal a sliver of a supermatter crystal
Fail.Objective #3: Destroy Inland Empire, the experimental AI.
Fail.Objective #4: Escape on the shuttle or an escape pod alive and without being in custody.
Success!The Vill's Isolated Intifada have failed! Syndicate Minor Victory!Safety Inspector operatives survived the assault but did not achieve the destruction of Space Station 13. Next time, don't lose the disk!
- InvalidArgument was Ion Safety Inspector the Nuclear Operative and survived
- Bobjension was Dallas Safety Inspector the Nuclear Operative and had their body destroyed
- Bugstep was Point Safety Inspector the Nuclear Operative and survived
- CVS_Pharmacy was Smoke Safety Inspector the Nuclear Operative and survived
- K3ynan was Marksman Safety Inspector and survived
- MGO was Default Cyborg-478 the Cyborg and survived as Safety Inspector Operative #6
(Syndicates used 420 TC)
[
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.][
Syndicate Medical Cyborg (25% off!)
26 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. Product is provided "as is" without any implied or expressed warranties.][
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.x2][
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.][
.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.][
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.][
Syndicate Revolver Case (Moderate)
14 TC
Waffle Co.'s modernized Syndicate revolver. Fires 7 brutal rounds of .357 Magnum. A classic operative weapon, brought to the modern era. Comes with 3 additional speedloaders of .357.][
.223 Toploader Magazine (M-90gl)
2 TC
An additional 30-round .223 magazine; suitable for use with the M-90gl carbine. These bullets pack less punch than 7mm rounds, but they still offer more power than .45 ammo due to their innate armour penetration.x2][
.357 Heartseeker Speed Loader (Revolver)
3 TC
A speed loader that contains seven additional .357 Magnum heartseeker rounds; usable with the Syndicate revolver. Able to veer straight into targets! Don't miss a shot with heartseeker! As seen in the hit NTFlik horror-space western film, Forget-Me-Not! Brought to you by Roseus Galactic!][
Energy Sword
8 TC
The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise.][
Thermal Eyes
8 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.][
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
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.][
L6 Squad Automatic Weapon (Moderate)
18 TC
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7mm ammunition.][
Reviver Implant
8 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon.][
7mm (Hollow-Point) Box Magazine (L6 SAW)
4 TC
A 50-round magazine of 7mm ammunition for use in the L6 SAW; equipped with hollow-point tips to help with the unarmored masses of crew.x3][
7mm (Armor Penetrating) Box Magazine (L6 SAW)
4 TC
A 50-round magazine of 7mm ammunition for use in the L6 SAW; equipped with special properties to puncture even the most durable armor.x3][
Bag of C-4 explosives
8 TC
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.][
Fungal Tuberculosis Grenade Box (53% off!)
7 TC
A primed bio-grenade packed into a compact box. Comes with five Bio Virus Antidote Kit (BVAK) autoinjectors for rapid application on up to two targets each, a syringe, and a bottle containing the BVAK solution. Normally costs 15 TC. All sales final. Do not taunt.][
Syndicate Tome (80% off!)
1 TC
Using rare artifacts acquired at great cost, the Syndicate has reverse engineered the seemingly magical books of a certain cult. Though lacking the esoteric abilities of the originals, these inferior copies are still quite useful, being able to provide both weal and woe on the battlefield, even if they do occasionally bite off a finger. Normally costs 5 TC. All sales final. Check local laws for legality in region.][
Airlock Authentication Override Card (33% off!)
2 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. 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.][
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.][
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.][
Thermal Eyes
8 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.][
M-90gl Carbine Case (Hard)
18 TC
A fully-loaded, specialized three-round burst carbine that fires .223 ammunition from a 30 round magazine with a 40mm underbarrel grenade launcher. Use secondary-fire to fire the grenade launcher. Comes with two spare magazines and a box of 40mm rubber slugs.][
.223 Toploader Phasic Magazine (M-90gl)
5 TC
An additional 30-round .223 magazine; suitable for use with the M-90gl carbine. These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. The name is a misnomer. It doesn't contain any lead whatsoever!x2][
.223 Toploader Magazine (M-90gl)
2 TC
An additional 30-round .223 magazine; suitable for use with the M-90gl carbine. These bullets pack less punch than 7mm rounds, but they still offer more power than .45 ammo due to their innate armour penetration.x3][
Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.x2][
MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.][
MODsuit Night Visor Module
2 TC
A visor for a MODsuit. Lets you see clearer in the dark.][
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.][
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.][
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.][
Operative Reinforcements
35 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.][
M-90gl Carbine Case (Hard)
18 TC
A fully-loaded, specialized three-round burst carbine that fires .223 ammunition from a 30 round magazine with a 40mm underbarrel grenade launcher. Use secondary-fire to fire the grenade launcher. Comes with two spare magazines and a box of 40mm rubber slugs.][
.223 Toploader Magazine (M-90gl)
2 TC
An additional 30-round .223 magazine; suitable for use with the M-90gl carbine. These bullets pack less punch than 7mm rounds, but they still offer more power than .45 ammo due to their innate armour penetration.x9][
40mm Grenade Box (M-90gl)
2 TC
A box of 40mm HE grenades for use with the M-90gl's under-barrel grenade launcher. Your teammates will ask you to not shoot these down small hallways. You'll do it anyway.x3][
X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.][
Anti-Materiel Sniper Rifle Briefcase (Hard)
18 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.][
Syndicate Jaws of Life (50% off!)
2 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. Normally costs 4 TC. All sales final. Contains small parts.][
.50 BMG Marksman Magazine (AMSR) (40% off!)
3 TC
A 6-round magazine of marksman ammo designed for use with .50 sniper rifles. Blast your enemies with instant shots! Just watch out for the rebound... Normally costs 5 TC. All sales final. Check local laws for legality in region.][
.50 BMG Disruptor Magazine (AMSR) (50% off!)
1 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 2 TC. All sales final. Do not taunt.x2]
HiILikeCats was Mr. Tilton the Assistant and died
Objective #1: Early launch it Success!
The Hypnotized Victim was successful!
19dollarfortnitecard was
Rylan Eggbert the
Assistant and
diedRylan Eggbert
was a specialist from Cybersun Industries.(used 20 TC)
[
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.x2][
Miniature Energy Crossbow
10 TC
A short bow mounted across a tiller in miniature. Small enough to fit into a pocket or slip into a bag unnoticed. It will synthesize and fire bolts tipped with a debilitating toxin that will damage and disorient targets, causing them to slur as if inebriated. It can produce an infinite number of bolts, but takes time to automatically recharge after each shot.][
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.]Objective #1: Steal a reflector trenchcoat
Fail.Objective #2: Prevent Cubato Tomson, the Chaplain, 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 275.67 Reputation and 0 Unused Telecrystals.
The infiltrator has failed!The code phrases were: tunnel snakes, medbay maintenance, multitoolsThe code responses were: martinis, Linden Leslie, revenants
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 33430 credits collected by crew this shift.
An average of 477.571 credits were collected.
The most affluent crew member at shift end was Parish Black with 1000 cr!