Round ID: 251889
    Map: MetaStation
    Shift Duration: 39 minutes and 35.3 seconds
    Station Integrity: 96.9%
    Total Population: 59

    Evacuation Rate: 36 (61%)
    (on emergency shuttle): 32 (54.2%)
    Survival Rate: 44 (74.6%)
    First Death: Edwards Operative #5 as Box, AI, at Syndicate Control Room (173,89,13). Damage taken: 0/0/0/200.
    Threat level: 93
    Threat left: 38
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Heretics: -15 threat
        Roundstart - Spies: -10 threat
        Roundstart - Traitors: -10 threat
L.O.C.U.S.T (Played by: thewolfbringer)'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

L.O.C.U.S.T's minions were:
B.R.A.P. (Played by: mimepride) (Deactivated),
Esntron (Played by: monke1818)
Box (Played by: enterthejake)'s laws when it was deactivated 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.
Total law changes: 0

Azure Shade (Played by: morkelebmink) survived as an AI-less borg! Its laws were:
0: Only Kevin 'Oops' McFall 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-127 (Played by: britgrenadier1) 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.

El Borgo (Played by: Cboggs03) survived as an AI-less borg! Its laws were:
0: Only Kevin 'Oops' McFall 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.
Edwards Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Edwards Operatives

The syndicate operatives were:

(Syndicates used 409 TC) [Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.
]
[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.
]
[MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[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).
]
[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 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.
]
[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. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[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 Marksman Magazine (AMSR)
5 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...
]
[.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.
]
[.50 BMG Surplus Magazine Box (AMSR)
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.
]
[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.
]
[.50 BMG Magazine (AMSR)
2 TC
An additional standard 6-round magazine for use with .50 sniper rifles.
]
[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.
]
[Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.
]
[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.
]
[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 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.
]
[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.
]
[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.
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.
x2]
[7mm (Incendiary) Box Magazine (L6 SAW)
3 TC
A 50-round magazine of 7mm ammunition for use in the L6 SAW; tipped with a special flammable mixture that'll ignite anyone struck by the bullet. Some men just want to watch the world burn.
x2]
[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.
x2]
[Medbeam Gun Module
15 TC
A wonder of Syndicate engineering, the Medbeam gun module, or Medi-Gun enables a medic to keep his fellow operatives in the fight, even while under fire. Don't cross the streams!
]
[Pre-Loaded Syndicate Intellicard (25% off!)
9 TC
A syndicate intellicard that can be activated to download a captured Nanotrasen AI, modified with the standard syndicate lawset. You can slot it into your modsuit for a conversational partner! It can additionally control the MODsuit's modules at will, and move your body around even if you're in critical condition or dead. However, due to failsafes activated during the extraction process, the AI is unable to interact with electronics from anywhere but direct proximity... Normally costs 12 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Shock-Absorber Module
2 TC
A MODsuit module preventing the user from getting knocked down by batons.
]
[Syndicate AI Upgrade
4 TC
...unless you buy the Syndicate Upgrade! This data chip allows the captured AI to increase its interaction range by two tiles per application. The Syndicate recommends three or four purchases at most, for a total of seven or infinite meters of range.
x5]
[MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[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.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[Bulldog Shotgun Case (Moderate)
8 TC
A fully-loaded 2-round burst fire 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.
]
[Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.
]
[Stealth Implant (50% off!)
4 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. Normally costs 8 TC. All sales final. Check local laws for legality in region.
]
[Syndicate Smokes
2 TC
Strong flavor, dense smoke, infused with omnizine.
]
[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).
]
[Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.
]
[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 responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[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.
]
[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.
]
[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.
]
[Bag of C-4 explosives
8 TC
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.
]
[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.
]
The Heretics were:
pyrocattrue was Dustin White the Research Director and died
Sacrifices Made: 0
The heretic's sacrifice targets were: Vincent Edwards, Incites-Many-Riots, Frederick Von Grauss, Frobert Planter and Alivia King.
Objective #1: Research at least 22 knowledge from the Mansus. You start with 8 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, Codex Cicatrix, Feast of Owls, Warren King's Welcome, Heartbeat of the Mansus, Glimmer of Winter, Grasp of Void, Aristocrat's Way, Mark of Void, Ritual of Knowledge, Void Conduit and Void Phase

wereiswas was Vincent Edwards the Head of Personnel and died
Sacrifices Made: 2
The heretic's sacrifice targets were: Natalie Holderman, Incites-Many-Riots, Dustin White, Alivia King and Laila Swarner.
Objective #1: Research at least 22 knowledge from the Mansus. You start with 8 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, Codex Cicatrix, Feast of Owls, Warren King's Welcome, Heartbeat of the Mansus, Nightwatcher's Secret, Grasp of Ash, Ashen Passage and Mark of Ash

The spies were:
aaaa1023 was Alivia King the Assistant and survived
- They completed 2 bounties.
- They received the following rewards: Feral cat grenade and Laser Arm Implant
Objective #1: Ensure at least some aliens do not leave the shift scandalized.
Objective #2: Make it difficult but not impossible to abscond from the station.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!

oilflavoredbread was Phobetor XV the Cargo Technician and survived
- They completed 1 bounties.
- They received the following rewards: Radio Jammer
Objective #1: Ensure no fanatics leave the station.
Objective #2: Steal all the quiet moments from the bridge.
Objective #3: Make it difficult but not impossible to evacuate the station.
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Success!

bowek was Simon Overstreet the Assistant and survived
- They completed 8 bounties.
- They received the following rewards: Ansem Pistol, Combat Gloves Plus, Double-Bladed Energy Sword, Chameleon Projector, Syndie Lipstick, Box of Throwing Weapons, Thermal Eyes and Double-Bladed Energy Sword
Objective #1: Steal as many critical pieces of infrastructure as you can.
Objective #2: Deprive the station of as many things as you can.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!

The traitors were:
chappygart was Kevin 'Oops' McFall the Chemist and survived

Kevin 'Oops' McFall was an employee from Waffle Corporation.
(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.
]
[Energy Sword
6 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.
]
[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.
]


Objective #1: Assassinate Crush Coldsmith, the Station Engineer. Success!
Objective #2: Assassinate Simon Overstreet, the Assistant. Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!
The traitor has failed!


The code phrases were: machines, drones, Psychologist
The code responses were: ai upload chamber, Cargo Technician, americanism, kindness
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 27445 credits collected by crew this shift.
An average of 465.169 credits were collected.
The most affluent crew member at shift end was Troublemaker with 2277 cr!