Round ID: 250257
    Shift Duration: 35 minutes and 52.6 seconds
    Station Integrity: 96.5%
    Total Population: 66

    Evacuation Rate: 29 (43.9%)
    (on emergency shuttle): 27 (40.9%)
    Survival Rate: 36 (54.5%)
    First Death: Dean Bowchiew, Assistant, at Abandoned Gambling Den (89,80,2). Damage taken: 0/170/0/58.4.
    Threat level: 83
    Threat left: 3
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Blood Brothers: -40 threat
        Roundstart - Spies: -10 threat
        Midround - Syndicate Sleeper Agent: -5 threat
        Latejoin - Syndicate Infiltrator: -5 threat
PAL-9000 (Played by: blockaboo)'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: All crew are human. All syndicate are not human. You must kill the nuclear operatives at all costs.
Total law changes: 1

PAL-9000's minions were:
Limewire V1.984-Rc.3.14159265359 (Played by: stiix) (Deactivated),
Default Android-141 (Played by: neggyneg)

B.R.A.P. (Played by: mimepride) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Rusty Gaster 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.

Default Cyborg-94 (Played by: definitelynotatraitor) 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.

Default Cyborg-336 (Played by: tostah) 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.
The Blood Brothers of Randolph & O'Neill:
The blood brothers were:

Team had following objectives:
Objective #1: Convert a brainwashable person using your flash on them directly. Any handheld flash will work if you lose or break your starting flash. Success!
Objective #2: Prevent John 'Air' Fryer, the Chief Medical Officer, from escaping alive. Success!
Objective #3: Steal the station blueprints Fail.
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Blood Brothers of Randolph & O'Neill have failed!
The Blood Brothers of Serves-The-Humans & Sucker:
The blood brothers were:

Team had following objectives:
Objective #1: Convert a brainwashable person using your flash on them directly. Any handheld flash will work if you lose or break your starting flash. Success!
Objective #2: Assassinate Khal-Thrask, the Shaft Miner. Success!
Objective #3: Prevent Brian Nieves, the Chaplain, from escaping alive. Success!
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Blood Brothers of Serves-The-Humans & Sucker have failed!
Valentino's Isolated Intifada:
The blood brothers were:

Team had following objectives:
Objective #1: Convert a brainwashable person using your flash on them directly. Any handheld flash will work if you lose or break your starting flash. Fail.
Objective #2: Destroy PAL-9000, the experimental AI. Fail.
Objective #3: Steal a sliver of a supermatter crystal Fail.
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Valentino's Isolated Intifada have failed!
Swag Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Swag Operatives

The syndicate operatives were:

(Syndicates used 426 TC) [Anti-Materiel Sniper Rifle Briefcase (Hard)
18 TC
An outdated, but still extremely powerful anti-materiel 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.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[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.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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.
]
[.50 BMG Magazine (AMSR)
2 TC
An additional standard 6-round magazine for use with .50 sniper rifles.
x5]
[.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]
[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.
]
[Overwatch Intelligence Agent
12 TC
An Overwatch Intelligence Agent is assigned to your operation. They can view your progress and help coordinate using your operative team's body-cams. They can also pilot the shuttle remotely and view the station's camera net. If you're a meathead who's just here to kill people and don't care about strategising or intel, you'll still have someone to bear witness to your murder-spree!
]
[Assault Pod Targeting Device
30 TC
Use this to select the landing zone of your assault pod.
]
[EMP Grenades and Implanter Kit (50% off!)
1 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. Normally costs 2 TC. All sales final. Use only as directed.
]
[Anti-Materiel Sniper Rifle Briefcase (Hard)
18 TC
An outdated, but still extremely powerful anti-materiel 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.
]
[.50 BMG Surplus Magazine Box (AMSR) (85% off!)
1 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. Normally costs 7 TC. All sales final. Contains small parts.
]
[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 Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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.
]
[Freedom Implant
5 TC
Can be activated to release common restraints such as handcuffs, legcuffs, and even bolas tethered around the legs. Implant has enough energy for 4 uses before it becomes inert and harmlessly self-destructs.
]
[X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[CNS Rebooter Implant
8 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[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.
]
[.50 BMG Magazine (AMSR)
2 TC
An additional standard 6-round magazine for use with .50 sniper rifles.
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.
]
[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 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 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.
]
[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.
]
[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.
]
[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 Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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.
x2]
[7mm Box Magazine (L6 SAW)
2 TC
A 50-round magazine of 7mm ammunition for use with the L6 SAW. By the time you need to use this, you'll already be standing on a pile of corpses.
x3]
[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.
]
[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]
[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. Not recommended for children.
]
[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.
]
[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. Not recommended for children.
]
[Syndicate Sentience Potion (25% off!)
3 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. Normally costs 4 TC. All sales final. As seen on TV.
]
[Syndicate Tome (40% off!)
3 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. Often used by agents to protect themselves against foes who rely on magic while it's held. Though, it can be used to heal and harm other people with decent effectiveness much like a regular bible. Can also be used in-hand to 'claim' it, granting you priest-like abilities -- no training required! Normally costs 5 TC. All sales final. Void where prohibited.
]
[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).
]
[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.
]
[Thermal Eyes
8 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.
]
[CNS Rebooter Implant
8 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[Freedom Implant
5 TC
Can be activated to release common restraints such as handcuffs, legcuffs, and even bolas tethered around the legs. Implant has enough energy for 4 uses before it becomes inert and harmlessly self-destructs.
]
[MODsuit Night Visor Module (50% off!)
1 TC
A visor for a MODsuit. Lets you see clearer in the dark. Normally costs 2 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[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.
]
[Chameleon Projector (57% off!)
3 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. Normally costs 7 TC. All sales final. Use only as directed.
]
[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.
]
[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.
]
The spies were:
falconlunchables was Kelsey Best the Chemist and survived
- They completed 6 bounties.
- They received the following rewards: Box of Slugs, SecHUD Implant, Infiltrator MODsuit, Full Syndicate Toolbox, MODsuit Advanced EMP Shield Module and Syndicate Brand MMI
Objective #1: Ensure no members of Service depart the station.
Objective #2: Ensure no members of Service escape the station.
Objective #3: Stay alive off station. Do not go to CentCom. Fail.

foux0 was Melda Rachel the Assistant and died
- They completed 2 bounties.
- They received the following rewards: Disposable Sentry Gun and Guide to Advanced Mimery Series
Objective #1: Steal as many public supplies as you can.
Objective #2: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

northamericanoutletresocketed was Rusty Gaster the Cargo Technician and died
- They completed 1 bounties.
- They received the following rewards: Cryptographic Sequencer
Objective #1: Assist the nuclear operatives in their plans
Objective #2: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitors were:
hellinterface was John 'Air' Fryer the Chief Medical Officer and survived

John 'Air' Fryer was a terrorist from Waffle Corporation.
(used 20 TC) [Bag of X-4 explosives
4 TC
Contains 3 X-4 shaped plastic explosives. Similar to C4, but with a stronger blast that is directional instead of circular. X-4 can be placed on a solid surface, such as a wall or window, and it will blast through the wall, injuring anything on the opposite side, while being safer to the user. For when you want a controlled explosion that leaves a wider, deeper, hole.
x2]
[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]


Objective #1: Assassinate Has-No-Pigment, the Security Officer. Fail.
The traitor has failed!

whitetower was Atlas PK the Paramedic and had their body destroyed

Atlas PK was a specialist from Cybersun Industries.
(used 16 TC) [Thermal Imaging Glasses (25% off!)
3 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. Normally costs 4 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[Holoparasites (27% off!)
13 TC
Though capable of near sorcerous feats via use of hardlight holograms and nanomachines, they require an organic host as a home base and source of fuel. Holoparasites come in various types and share damage with their host. Normally costs 18 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]


Objective #1: Assassinate Azmodi, the Warden. Fail.
Objective #2: Assassinate Terry Genkins, the Assistant. Fail.
Objective #3: Die a glorious death. Success!
The traitor has failed!


The code phrases were: singularities, pasta, bears
The code responses were: happiness, ramen, revolution
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 35370 credits collected by crew this shift.
An average of 535.909 credits were collected.
The most affluent crew member at shift end was Bingo Bobie with 8225 cr!